Blog Tutorial

Part 2 — Load the game assets

In this part, we will review the project folders and import the assets used by Block Out.

A new Lenga project may already include some of these folders. Use the editor's Assets panel to create only the folders that are missing.

The game mostly uses simple engine primitives: rectangles for the paddle, walls, and bricks, and a circle for the ball. The imported assets are there for branding, fonts, images, rendering materials, physics materials, and optional polish.

Check the Project Folders

In the Assets panel, make sure the project has these folders:

Assets/
  Branding/
  Fonts/
  Materials/
  Physics/
  Prefabs/
  Scenes/
  Scripts/
  Sprites/

Use them like this:

  • Branding stores app icons and other branding images.
  • Fonts stores font files.
  • Materials stores rendering materials used by visual components.
  • Physics stores physics-related assets, such as 2D physics materials.
  • Prefabs stores reusable GameObjects, such as the brick prefab.
  • Scenes stores scenes created and saved by the editor.
  • Scripts stores the PHP scripts.
  • Sprites stores image assets used by sprites and UI, including the title wordmark.

Tip: If a folder already exists, keep using it. The goal is a tidy project, not duplicate folders with slightly different names.

Add the Font

Import PressStart2P-Regular.ttf into:

Assets/Fonts/Press_Start_2P/PressStart2P-Regular.ttf

This font gives the UI the arcade look. Later, assign it to the score, lives, menu title, and buttons.

Add Branding

Import the app icon files into:

Assets/Branding/app-icon.ico
Assets/Branding/app-icon.png

The .ico file is useful for the Windows build icon. The .png is useful as source artwork or for editor previews.

Add the Title Image

Import the title wordmark image into:

Assets/Sprites/block-out-title-wordmark.png

We will use it in the title menu. The rest of the game can be built with rectangle and circle renderers.

Add a Bouncy Physics Material

In the editor, create a 2D physics material named BouncyMaterial2D under:

Assets/Physics/Materials/

For Breakout, the ball should keep bouncing, so the material should have high restitution and low friction.

Assign the bouncy material to the ball collider when we create the ball. You can also test it on the paddle if you want a livelier rebound.

Optional: Audio

This tutorial does not require audio, but the best sound hooks are:

  • paddle hit
  • brick hit
  • wall hit
  • lose life
  • win
  • game over

If you add sounds later, keep them under Assets/Audio.

Save the First Scene

In the editor, create a new scene named Level1 and save it in the Scenes folder.

Use Ctrl+S on Windows or Linux, or Cmd+S on macOS, to save the scene.

This scene will contain the whole game.

Checkpoint

At the end of this part, your project should have:

  • the folder structure above, without duplicate folders
  • the arcade font imported
  • app icon files imported
  • title wordmark image imported
  • bouncy 2D physics material ready
  • a Level1 scene saved through the editor

Next, we will create the ball.