Daily Archives: February 16, 2017
The Art Of Creating Satisfying Feedback!
At the start of the project we decide that one of are main focus was to create a satisfying game play when you use your weapons to shoot your enemies. To achieve this i started to dig in to the deeps of the internet to later find anything that could help me to learn and understand the art of creating feedback. On my time digging something caught my eye. A video from the Nordic game confreres 2012 Juice it or lose […]
The Art Of Creating Satisfying Feedback!
At the start of the project we decide that one of are main focus was to create a satisfying game play when you use your weapons to shoot your enemies. To achieve this i started to dig in to the deeps of the internet to later find anything that could help me to learn and understand the art of creating feedback. On my time digging something caught my eye. A video from the Nordic game confreres 2012 Juice it or lose […]
Week 2: The Basic Enemy
For one of our enemies we wanted to start with having a simple behavior that would only move in one direction. The enemy would be moving from right to left and be randomly spawned in on a vertical line slightly outside the main view of the game.
As this would mostly be for learning and having an enemy that wouldn’t do much more than moving straight we decided that having it spawn in endlessly would be a good first step.
The enemy […]
Week 2: The Basic Enemy
For one of our enemies we wanted to start with having a simple behavior that would only move in one direction. The enemy would be moving from right to left and be randomly spawned in on a vertical line slightly outside the main view of the game.
As this would mostly be for learning and having an enemy that wouldn’t do much more than moving straight we decided that having it spawn in endlessly would be a good first step.
The enemy […]
Puzzles
Basing off what I said in my previous blogpost, not having the player spamming a projectile to see has given us a breath of fresh air to the project. We now have a plan for what we want the game to be, which in turn has led to a lot of great design discussions with positive outcomes.
Our gameplay design has now turned into one where the player is traversing a large environment, which is divided into rooms. The rooms are […]
Puzzles
Basing off what I said in my previous blogpost, not having the player spamming a projectile to see has given us a breath of fresh air to the project. We now have a plan for what we want the game to be, which in turn has led to a lot of great design discussions with positive outcomes.
Our gameplay design has now turned into one where the player is traversing a large environment, which is divided into rooms. The rooms are […]
Making of The Main Theme Soundtrack
I’ve always liked to compose soundtracks for games. Since I experienced the beautiful soundtrack of Yoshi’s Island, the idea of me being the next Koji Kondo or Yoko Shimomura has enticed me! I’d like to talk more about what happened from my first experience with a good OST to now, but I’ll skip it so I don’t bore my viewers.
A great opportunity to test what I can do approached me when a lead sound designer was requested for my team. I quickly […]
Making of The Main Theme Soundtrack
I’ve always liked to compose soundtracks for games. Since I experienced the beautiful soundtrack of Yoshi’s Island, the idea of me being the next Koji Kondo or Yoko Shimomura has enticed me! I’d like to talk more about what happened from my first experience with a good OST to now, but I’ll skip it so I don’t bore my viewers.
A great opportunity to test what I can do approached me when a lead sound designer was requested for my team. I quickly […]
Game Design 2 – Sound design of the Net-bouncing (Team Leviathan)
Author : Arnaud Mimoun
For this week’s blog I’ll talk about the sound design I worked on concerning the sound that the projectiles of the game make when they bounce on the net/border of the screen.
For this asset I made a total of 4 sounds :
Here is the first sound
Here is the second sound
Here is the third sound
Here is the last sound
I as Producer, Project Manager and Sound Designer of our game was charged […]
Game Design 2 – Sound design of the Net-bouncing (Team Leviathan)
Author : Arnaud Mimoun
For this week’s blog I’ll talk about the sound design I worked on concerning the sound that the projectiles of the game make when they bounce on the net/border of the screen.
For this asset I made a total of 4 sounds :
Here is the first sound
Here is the second sound
Here is the third sound
Here is the last sound
I as Producer, Project Manager and Sound Designer of our game was charged […]
Blog 16-02-2017 Daniel Ahlberg Game Design 2
What i have been doing and testing the levels for the alpha build.
The first thing i did was to divide the level into three parts, where each part introduces the new enemies for the player. There are three enemies that we are going to use in level, all introduced through three parts. This way the player can see the new enemies and get an idea of their behaviors and how they react and work together with other enemies. All of […]
Blog 16-02-2017 Daniel Ahlberg Game Design 2
What i have been doing and testing the levels for the alpha build.
The first thing i did was to divide the level into three parts, where each part introduces the new enemies for the player. There are three enemies that we are going to use in level, all introduced through three parts. This way the player can see the new enemies and get an idea of their behaviors and how they react and work together with other enemies. All of […]
Tears are made of camera zoom
The size of the camera can be used to set the mood for the player. Look at this picture:
Guy in space
And then this picture:
Lonely guy in space. Don’t you feel bad for him?
Note the emotional impact! Now that you understand the great value of controlling camera zoom, let’s talk about how I implemented it in our game.
We want our level designers to have the tools to control camera zoom for different areas, like in the image below.
A zoomed-out area and […]
Tears are made of camera zoom
The size of the camera can be used to set the mood for the player. Look at this picture:
Guy in space
And then this picture:
Lonely guy in space. Don’t you feel bad for him?
Note the emotional impact! Now that you understand the great value of controlling camera zoom, let’s talk about how I implemented it in our game.
We want our level designers to have the tools to control camera zoom for different areas, like in the image below.
A zoomed-out area and […]
Further Development of the Spider Animation
This week I continued to work on the spider animations frames. I did finish the walking animations of the spider, as well as finish the attack animation. The spider walking animation itself took around 28 hours of work time during the week prior to this one. I have already mentioned this in the blog “The Frustrating Spider Animation” in terms of why the process was so long. In short, I didn’t know how the legs of the spider moved in […]
Further Development of the Spider Animation
This week I continued to work on the spider animations frames. I did finish the walking animations of the spider, as well as finish the attack animation. The spider walking animation itself took around 28 hours of work time during the week prior to this one. I have already mentioned this in the blog “The Frustrating Spider Animation” in terms of why the process was so long. In short, I didn’t know how the legs of the spider moved in […]
Designer of title menu
Hi. It is I, the designer of time is back again to continue with Echo (not final name) and using my ideas to make it more imersive as ever than any game you’ve seen.
This time I want to write about an idea that are not yet implemented in the game.The idea I have designed is our future title menu.
The camera is static and fixed at the moth nest. The player can roam around inside of the screen with the childs, […]
Designer of title menu
Hi. It is I, the designer of time is back again to continue with Echo (not final name) and using my ideas to make it more imersive as ever than any game you’ve seen.
This time I want to write about an idea that are not yet implemented in the game.The idea I have designed is our future title menu.
The camera is static and fixed at the moth nest. The player can roam around inside of the screen with the childs, […]
Extreme group dynamics
(Note: comparatively super serious and tasteless)
At my project manager course we have learned much about how group dynamics affect team performance. The gist of it is that everyone needs to be understood as well as represented within the group for them to enjoy their work and thereby produce better results. This is primarily achieved through communication, although the ways of communicating can be vastly different. A usual way to spark conversation is doing team building exercises (hence the name). These […]
Extreme group dynamics
(Note: comparatively super serious and tasteless)
At my project manager course we have learned much about how group dynamics affect team performance. The gist of it is that everyone needs to be understood as well as represented within the group for them to enjoy their work and thereby produce better results. This is primarily achieved through communication, although the ways of communicating can be vastly different. A usual way to spark conversation is doing team building exercises (hence the name). These […]
Blog 2 – Week 7
Working with the Power Up
For about the past two weeks I have been trying to perfect the power up script. I, like many others, do not know Unity very well so it takes time to learn all the different ways to do achieve the same outcome. A little background before discussing the way I have been able to get the power up to the point it’s at now. For the alpha of our game we wanted to have a power […]
Blog 2 – Week 7
Working with the Power Up
For about the past two weeks I have been trying to perfect the power up script. I, like many others, do not know Unity very well so it takes time to learn all the different ways to do achieve the same outcome. A little background before discussing the way I have been able to get the power up to the point it’s at now. For the alpha of our game we wanted to have a power […]
Designing a Main Menu That Fits Your Game
Hello. In this blog post I will talk about creating a menu that connects with your game in terms of it’s visuals and mechanics. If you would like to learn more about this project you can check my previous blog post “An Easier Sprint Overview” where I talk about changes given to a template that we received from our teacher when first introduced to a project methodology called Scrum.
While thinking about how the menu would be like, I thought […]
Designing a Main Menu That Fits Your Game
Hello. In this blog post I will talk about creating a menu that connects with your game in terms of it’s visuals and mechanics. If you would like to learn more about this project you can check my previous blog post “An Easier Sprint Overview” where I talk about changes given to a template that we received from our teacher when first introduced to a project methodology called Scrum.
While thinking about how the menu would be like, I thought […]