Monthly Archives: February 2017

Frenzy Theme Music

My group and I are making a game about a fish in our game design course. After being mistreated by the other fish the main character starts to take revenge on the other inhabitants of the fish tank.
When the player kills enough of the other fish the main character will go into frenzy. In ”Frenzy Mode” the player shoots faster and to give additional feedback to the player we as a group wanted the music to give it some extra attitude.
After […]

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Program: Graphics

Frenzy Theme Music

My group and I are making a game about a fish in our game design course. After being mistreated by the other fish the main character starts to take revenge on the other inhabitants of the fish tank.
When the player kills enough of the other fish the main character will go into frenzy. In ”Frenzy Mode” the player shoots faster and to give additional feedback to the player we as a group wanted the music to give it some extra attitude.
After […]

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Program: Graphics

A Perspective on Perspective

As this is my first ever blog post I feel like a short honest summary of myself is in order, to give some perspective.
I am Harry, 21 years, born and raised on the outskirts of Uppland-Sweden. Introvert, perfectionist, gamer and soon to be artist. There, that’s about as concise as it gets. And now to the main event.
As a student in game design and graphics I get to draw a lot, and by a lot I mean A LOT. Ever since I […]

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Program: Graphics

A Perspective on Perspective

As this is my first ever blog post I feel like a short honest summary of myself is in order, to give some perspective.
I am Harry, 21 years, born and raised on the outskirts of Uppland-Sweden. Introvert, perfectionist, gamer and soon to be artist. There, that’s about as concise as it gets. And now to the main event.
As a student in game design and graphics I get to draw a lot, and by a lot I mean A LOT. Ever since I […]

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Program: Graphics

First blog post, Let’s get started

This week I worked with Particles in Unity. I was trying to make a little cloud poof for the enemies to disappear behind once shot. It was difficult to keep the little cloud from spreading out, and to make the cloud stay close. There was also the problem of making the cloud image show up. After several hours of looking it up, screaming, yelling and slamming my mouse against the mousepad, I finally got it to work. Then I replicated […]

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First blog post, Let’s get started

This week I worked with Particles in Unity. I was trying to make a little cloud poof for the enemies to disappear behind once shot. It was difficult to keep the little cloud from spreading out, and to make the cloud stay close. There was also the problem of making the cloud image show up. After several hours of looking it up, screaming, yelling and slamming my mouse against the mousepad, I finally got it to work. Then I replicated […]

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Välkommen till min nya blogg!

Mitt första inlägg.

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Program: Graphics

Välkommen till min nya blogg!

Mitt första inlägg.

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Program: Graphics

Concept interpretation, lighting and finding the fun

One of the main unique selling points in the original concept document is that the player character is blind and has to shoot a sonar wave projectile in order to navigate the environment. The group thought the game pitch sounded very interesting and fun to make, but personally I was very skeptical. Being presented a pitch black environment and the having to shoot projectiles in order to see anything sounded like something that while it could be neat at first, the novelty of […]

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Program: Game Design

Concept interpretation, lighting and finding the fun

One of the main unique selling points in the original concept document is that the player character is blind and has to shoot a sonar wave projectile in order to navigate the environment. The group thought the game pitch sounded very interesting and fun to make, but personally I was very skeptical. Being presented a pitch black environment and the having to shoot projectiles in order to see anything sounded like something that while it could be neat at first, the novelty of […]

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Program: Game Design

First blog post

This is your very first post. Click the Edit link to modify or delete it, or start a new post. If you like, use this post to tell readers why you started this blog and what you plan to do with it.

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Program: Game Design

First blog post

This is your very first post. Click the Edit link to modify or delete it, or start a new post. If you like, use this post to tell readers why you started this blog and what you plan to do with it.

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Program: Game Design

First

Is this thing on?
zsjnx åfozrhdd hvfjhg
15-3*4534-26918
Hello?
Hehe, that’s a sound joke for you…
 
If you are reading this, you are probably my fellow student.
Which means you probably don’t want to be here.
Well, too bad, because our teacher is forcing you!
Good news, though. Even though I’m a programmer, I’m not gonna force you to stare at 1337 lines of code and listen to lame logic explanations.
Instead, I have some music for you.
Jaay.
 
I’m the Lead Sound for my dev group, and I got to spend last […]

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Program: Programming

First

Is this thing on?
zsjnx åfozrhdd hvfjhg
15-3*4534-26918
Hello?
Hehe, that’s a sound joke for you…
 
If you are reading this, you are probably my fellow student.
Which means you probably don’t want to be here.
Well, too bad, because our teacher is forcing you!
Good news, though. Even though I’m a programmer, I’m not gonna force you to stare at 1337 lines of code and listen to lame logic explanations.
Instead, I have some music for you.
Jaay.
 
I’m the Lead Sound for my dev group, and I got to spend last […]

/ Comments Off on First
Program: Programming

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Game Design

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 […]

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Program: Game Design

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming