Monthly Archives: February 2017
Bubble Popping Animation
What
Last week, one of my tasks for the Sprint was to create a popping cycle animation for a bubble. The bubble is a projectile for a power-up bubble gun; once it hits an enemy, it gets bigger and captures it inside until it suffocates to death, and when the enemy dies, the bubble pops and disappears.
How
To create a good quality animation, I had to look up the different frames for the cycle I wanted to design. I started by searching […]
Bubble Popping Animation
What
Last week, one of my tasks for the Sprint was to create a popping cycle animation for a bubble. The bubble is a projectile for a power-up bubble gun; once it hits an enemy, it gets bigger and captures it inside until it suffocates to death, and when the enemy dies, the bubble pops and disappears.
How
To create a good quality animation, I had to look up the different frames for the cycle I wanted to design. I started by searching […]
Re-designing Enemies
In a similar fashion to last weeks post about “constant falling”, this post will discuss a current topic related to the production of the game “Revenge of Teddy” (name is probably here to stay) in correlation with my role as a graphics artist. This week I have been re-designing and making prototype sprites for three enemy designs for the game.
A while back I had already re-designed the enemies that were provided in the original concept document for the game once, […]
Re-designing Enemies
In a similar fashion to last weeks post about “constant falling”, this post will discuss a current topic related to the production of the game “Revenge of Teddy” (name is probably here to stay) in correlation with my role as a graphics artist. This week I have been re-designing and making prototype sprites for three enemy designs for the game.
A while back I had already re-designed the enemies that were provided in the original concept document for the game once, […]
Feedback and Improvements 16/02-2017
This monday we had a pre-alpha playtest and my week has been based on the feedback we were given. Since there were many suggestions regarding improving the game, I have no large task to focus around but more and smaller ones.
What we could gather from the feedback was that controlling two characters was not confusing and people enjoyed it, a lack of instructions made it confusing, especially since the projectile fired travels from the “aim” to the player. Allow me […]
Feedback and Improvements 16/02-2017
This monday we had a pre-alpha playtest and my week has been based on the feedback we were given. Since there were many suggestions regarding improving the game, I have no large task to focus around but more and smaller ones.
What we could gather from the feedback was that controlling two characters was not confusing and people enjoyed it, a lack of instructions made it confusing, especially since the projectile fired travels from the “aim” to the player. Allow me […]
Blog Post #2
Hello again!
For this week I’m going to write about the playtesting that took place during Monday earlier this week. All the groups were gathered in one big room to showcase their games and to try out other groups’ games.
This was a great experience. Not only because we got to try all the games out, but also because of all valuable feedback we received for our game. Before we attended the playtesting I prepared a survey containing a bunch of question […]
Blog Post #2
Hello again!
For this week I’m going to write about the playtesting that took place during Monday earlier this week. All the groups were gathered in one big room to showcase their games and to try out other groups’ games.
This was a great experience. Not only because we got to try all the games out, but also because of all valuable feedback we received for our game. Before we attended the playtesting I prepared a survey containing a bunch of question […]
How to work with scrum and meeting technics
I have implemented some new meeting technics and a customised way to work with scrum that I will think improve my groups overall productiveness. First, to help us get a clear picture we have been discussing and setting up clear goals each week and those goals are to be implemented and tested in the game, only the can they be put on the sprint plan. We don’t always finish and implement the artefacts but then we have them on standby. […]
How to work with scrum and meeting technics
I have implemented some new meeting technics and a customised way to work with scrum that I will think improve my groups overall productiveness. First, to help us get a clear picture we have been discussing and setting up clear goals each week and those goals are to be implemented and tested in the game, only the can they be put on the sprint plan. We don’t always finish and implement the artefacts but then we have them on standby. […]
Anima2D and Animating in Unity
This week has certainly been interesting and challenging. My whole focus has been in first of all learning an animating tool in Unity called Anima2D and secondly making the animations. Everything I’ve done this week I have no previous experience of, so I would say that half of the work hours have been learning how to use the software and how to apply it on my work.
Anima2D basically allows the user to set up a bone structure and a mesh […]
Anima2D and Animating in Unity
This week has certainly been interesting and challenging. My whole focus has been in first of all learning an animating tool in Unity called Anima2D and secondly making the animations. Everything I’ve done this week I have no previous experience of, so I would say that half of the work hours have been learning how to use the software and how to apply it on my work.
Anima2D basically allows the user to set up a bone structure and a mesh […]
Helper Bot Movement and Eye Animations
2017-02-16
On their journey into the deep the player and BLUP will end up gaining a small helper-robot as a follower. Its origins are mysterious, and it looks ancient, almost arcane in its design.
The robot will basically function as a warning alarm that lets out a noise, and blinks red with its single eye whenever the player enters the proximity of a hostile creature. So apart from the basic movement animations it also needed separate animations for the eye. When assembling […]
Helper Bot Movement and Eye Animations
2017-02-16
On their journey into the deep the player and BLUP will end up gaining a small helper-robot as a follower. Its origins are mysterious, and it looks ancient, almost arcane in its design.
The robot will basically function as a warning alarm that lets out a noise, and blinks red with its single eye whenever the player enters the proximity of a hostile creature. So apart from the basic movement animations it also needed separate animations for the eye. When assembling […]
first level
The concept for the game Burn Witch Burn has it split in two parts: the first being an escape from a village after avoiding death, and the second is returning to the nearby castle. The first part ends with a fight with a witch hunter, and the second ends with confronting the final boss, who will be a queen. This gives the game two levels, and we decided pretty early that it could be more interesting to have a path that […]
first level
The concept for the game Burn Witch Burn has it split in two parts: the first being an escape from a village after avoiding death, and the second is returning to the nearby castle. The first part ends with a fight with a witch hunter, and the second ends with confronting the final boss, who will be a queen. This gives the game two levels, and we decided pretty early that it could be more interesting to have a path that […]
Crown of Creation: The health bar
Hello! For this week’s sprint, one of my goals was to create a health bar
This is how I’ve created this prototype: I copied one of the main character’s legs and used the liquify tool to make it the size and shape I wanted, so that It could fit the shape I wanted while still having the exact characteristics as the main character. I then cleaned it up with a hard round brush the same size as the leg’s outlines. I […]
Crown of Creation: The health bar
Hello! For this week’s sprint, one of my goals was to create a health bar
This is how I’ve created this prototype: I copied one of the main character’s legs and used the liquify tool to make it the size and shape I wanted, so that It could fit the shape I wanted while still having the exact characteristics as the main character. I then cleaned it up with a hard round brush the same size as the leg’s outlines. I […]
Structuring the Documents, Week 2
What?
So last week i described how everyone we’re going to use SCRUM. I also told you that some people did not read up on what it is and that kind of leads us to this week’s topics, Structuring the documents. In a project like this, and especially for a project manager, it is not only about the SCRUM chart. Its also about planning meeting, taking notes and with that documenting ideas. All of this is done in different documents to […]
Structuring the Documents, Week 2
What?
So last week i described how everyone we’re going to use SCRUM. I also told you that some people did not read up on what it is and that kind of leads us to this week’s topics, Structuring the documents. In a project like this, and especially for a project manager, it is not only about the SCRUM chart. Its also about planning meeting, taking notes and with that documenting ideas. All of this is done in different documents to […]
Tether System
This week I worked on a ”tether system” between a teddy bear that is controlled with the mouse and a girl that is controlled with the WASD keys. The goal of the tether system is to render a tether between the two characters to visualize their connection to each other.
The reason why we decided on having a tether between them is because of feedback from the playtest. Our testers didn’t understand why the teddy bear is shooting a projectile towards […]
Tether System
This week I worked on a ”tether system” between a teddy bear that is controlled with the mouse and a girl that is controlled with the WASD keys. The goal of the tether system is to render a tether between the two characters to visualize their connection to each other.
The reason why we decided on having a tether between them is because of feedback from the playtest. Our testers didn’t understand why the teddy bear is shooting a projectile towards […]
Animating a farmer
In this week’s post, I want to talk about an animation I made for “Burn Witch Burn” about two weeks ago (more info on the game in last week’s post and probably coming ones).
For my first two animation cycles and their respective sprite-sheets, I opted to focus on the farmer-type enemy first, as they are the most prevalent enemies. Me being the only one in the graphics department of my team, I must focus on the most quintessential graphical elements […]
Animating a farmer
In this week’s post, I want to talk about an animation I made for “Burn Witch Burn” about two weeks ago (more info on the game in last week’s post and probably coming ones).
For my first two animation cycles and their respective sprite-sheets, I opted to focus on the farmer-type enemy first, as they are the most prevalent enemies. Me being the only one in the graphics department of my team, I must focus on the most quintessential graphical elements […]