Daily Archives: February 8, 2017
The Day of the Dead
We are currently working on a game based on a game design concept made by another group in the course Speldesign 2 – spelutveckling, 7.5 hp. The game is a bullet hell based on a “parade mechanic” which makes the enemies follow the player once they have lost their health. The original concept has been modified to better focus on the targeted audience.
Among the many assets the game needs the “Parade bar” is one of the more important ones. While […]
The Day of the Dead
We are currently working on a game based on a game design concept made by another group in the course Speldesign 2 – spelutveckling, 7.5 hp. The game is a bullet hell based on a “parade mechanic” which makes the enemies follow the player once they have lost their health. The original concept has been modified to better focus on the targeted audience.
Among the many assets the game needs the “Parade bar” is one of the more important ones. While […]
Crown Of Creation
Tove Redaelli – Hippocampus – 5SD037
The Main Character for Crown of Creation
For the last two weeks, I have been developing concept art for a game called: Crown of Creation together with my group. This game is meant to be set in a fantasy environment covered with gigantic crystal birches. The creatures living in it including the main character are parasitic insectoids.
As a graphical artist for this project, my first task was to come up with the concept art for […]
Crown Of Creation
Tove Redaelli – Hippocampus – 5SD037
The Main Character for Crown of Creation
For the last two weeks, I have been developing concept art for a game called: Crown of Creation together with my group. This game is meant to be set in a fantasy environment covered with gigantic crystal birches. The creatures living in it including the main character are parasitic insectoids.
As a graphical artist for this project, my first task was to come up with the concept art for […]
Game Production (08-02-2017)
During sprint 2 of game production (the week before this) I continued work on both programming and design decisions. While most of the process with SCRUM is iterative and assets can always be improved, I turned my attention to the first level we would create. I decided to start with level 2 as I thought it would be a good idea to use my knowledge from creating earlier levels before starting on what will be the most important one. First […]
Game Production (08-02-2017)
During sprint 2 of game production (the week before this) I continued work on both programming and design decisions. While most of the process with SCRUM is iterative and assets can always be improved, I turned my attention to the first level we would create. I decided to start with level 2 as I thought it would be a good idea to use my knowledge from creating earlier levels before starting on what will be the most important one. First […]
Revenge of Teddy – Group Troll – HP Light Test
Today I worked on a system which should use light in the level to show the player’s HP. For now I’m using a point light in unity which changes in intensity and range as the player’s health changes. This first image shows what the screen looks like when the player has full HP:
(The white box is a placeholder for a teddy bear that the player controls in addition to the main character. Th grey box is a placeholder for a […]
Revenge of Teddy – Group Troll – HP Light Test
Today I worked on a system which should use light in the level to show the player’s HP. For now I’m using a point light in unity which changes in intensity and range as the player’s health changes. This first image shows what the screen looks like when the player has full HP:
(The white box is a placeholder for a teddy bear that the player controls in addition to the main character. Th grey box is a placeholder for a […]
Week 1: First Post – Player Character
This is the first version of the player character for our shoot’em up game SelFish.
Here I will write about how I put it together in Unity and about the code implemented for it.
After getting a concept images for the character and weapon I changed them to sprites in Unity where I then added the weapon sprite as a child to the character one.
The sprite needed both a collider and a rigidbody2D which was easy to put on in Unity, the […]
Week 1: First Post – Player Character
This is the first version of the player character for our shoot’em up game SelFish.
Here I will write about how I put it together in Unity and about the code implemented for it.
After getting a concept images for the character and weapon I changed them to sprites in Unity where I then added the weapon sprite as a child to the character one.
The sprite needed both a collider and a rigidbody2D which was easy to put on in Unity, the […]
Main Menu, Pause and structure #5SD037
The third production week is almost over and it’s been really stressful! We had our pre-alpha demonstration in monday (6/2-16) and it went…not as good as we wanted too. We had a few assets but they were put together hastily and lacking art. So it was almost only boxes and stuff made in paint. Not very pleasant for the eye.
So after the demonstration my team gathered and we set out to make the Alpha with a clear goal.
We have restructured […]
Main Menu, Pause and structure #5SD037
The third production week is almost over and it’s been really stressful! We had our pre-alpha demonstration in monday (6/2-16) and it went…not as good as we wanted too. We had a few assets but they were put together hastily and lacking art. So it was almost only boxes and stuff made in paint. Not very pleasant for the eye.
So after the demonstration my team gathered and we set out to make the Alpha with a clear goal.
We have restructured […]
Parallax scrolling background
What
My first task in the first sprint plan consisted in the creation of the parallax effect for the background of our game. The parallax effect could be easily noticed for example when moving with a car and see that the farthest environment moves slower than the nearest. The technique to realize the parallax effect is creating different layers and make them scrolling with different speed to give at the player a felling of deepness in the screen. The farthest layer should, […]
Parallax scrolling background
What
My first task in the first sprint plan consisted in the creation of the parallax effect for the background of our game. The parallax effect could be easily noticed for example when moving with a car and see that the farthest environment moves slower than the nearest. The technique to realize the parallax effect is creating different layers and make them scrolling with different speed to give at the player a felling of deepness in the screen. The farthest layer should, […]
First Post
Welcome to my blog.
For this first post I will write about group dynamics and project work.
Working on a project for me has been a big eye opener compared to other work I have done before and it has forced me to learn.
Before I came to this school I didn’t really think that there were models for how projects should be executed or models for how to organize them. In fact I thought that most projects relied mostly on that people […]
First Post
Welcome to my blog.
For this first post I will write about group dynamics and project work.
Working on a project for me has been a big eye opener compared to other work I have done before and it has forced me to learn.
Before I came to this school I didn’t really think that there were models for how projects should be executed or models for how to organize them. In fact I thought that most projects relied mostly on that people […]
A blog: Part 1 – The blog of blog
5SD064
This week following the feedback we received from Marcus, i remade the terrain sprites to have diagonal lines instead of vertical lines. That was based on his recommendation that diagonal lines are harder to notice for the human eye. While i did this i also completed more terrain parts that we use to make the foreground layer, which i have drawn in the style of the Japanese wood block paintings. I drew it that way because it was described that […]
A blog: Part 1 – The blog of blog
5SD064
This week following the feedback we received from Marcus, i remade the terrain sprites to have diagonal lines instead of vertical lines. That was based on his recommendation that diagonal lines are harder to notice for the human eye. While i did this i also completed more terrain parts that we use to make the foreground layer, which i have drawn in the style of the Japanese wood block paintings. I drew it that way because it was described that […]
Blog 1: Echo
This is my first blog that I am posting about our game development. I am a designer and artist in the group named Cyclops and we are developing a 2D shooter game called Echo. Echo is a game about a moth who is searching for its children in the dark. The player plays as the moth mother as it transverses around in a dangerous dark environment with other harmful insects. We use light, for navigation, in the form of berries […]
Blog 1: Echo
This is my first blog that I am posting about our game development. I am a designer and artist in the group named Cyclops and we are developing a 2D shooter game called Echo. Echo is a game about a moth who is searching for its children in the dark. The player plays as the moth mother as it transverses around in a dangerous dark environment with other harmful insects. We use light, for navigation, in the form of berries […]
The healthbar
This is my first entry for the blog assignment we got. I chose the healthbar for the first week, since I’ve recently implemented its functionality.
What?
The healthbar is a central mechanic in very many games. It’s purpose is to represent the players health, in other words how many hits he can take before the game is over. Healthbars have taken many different forms in many different games. The Call of Duty series for instance uses the screen itself to indicate how […]
The healthbar
This is my first entry for the blog assignment we got. I chose the healthbar for the first week, since I’ve recently implemented its functionality.
What?
The healthbar is a central mechanic in very many games. It’s purpose is to represent the players health, in other words how many hits he can take before the game is over. Healthbars have taken many different forms in many different games. The Call of Duty series for instance uses the screen itself to indicate how […]
ZBrush Braid Tutorial
Since I was asked on Twitch how I made the braids on the character I am working on, I promised I would record a little demo, and here it is!
I originally found the technique in a tutorial by Art for games, but I have been unable to find an original source for the picture. Anyways I thought, being a ZBrush noob, that it was really hard to follow and I needed to google a lot of the features used. It […]
ZBrush Braid Tutorial
Since I was asked on Twitch how I made the braids on the character I am working on, I promised I would record a little demo, and here it is!
I originally found the technique in a tutorial by Art for games, but I have been unable to find an original source for the picture. Anyways I thought, being a ZBrush noob, that it was really hard to follow and I needed to google a lot of the features used. It […]