Daily Archives: March 1, 2018
Squishy Squashi Squids
For our enemy our first thought was squids because or art style is steam punk and you see a lot of squids or octopus in steam punk style.
I and so many other graphics students at Game Design are new to animation. We have not had any other assignments than doing bouncy balls so stretch and squash was not that new to us.
There were a lot of struggles in trying to get it right and understanding how animation works. Squash and […]
Squishy Squashi Squids
For our enemy our first thought was squids because or art style is steam punk and you see a lot of squids or octopus in steam punk style.
I and so many other graphics students at Game Design are new to animation. We have not had any other assignments than doing bouncy balls so stretch and squash was not that new to us.
There were a lot of struggles in trying to get it right and understanding how animation works. Squash and […]
Cheeky Checkpoints
This week I’ll be talking about the cause of my headache last week and the waste of many hours, checkpoints. They’re not entirely the cause though, it’s more because of stubbornness, tunnel vision and probably some idiocy.
Where the problems started
In our game you’re progressing through a level left to right, and as the level is a little lengthy we want checkpoints so the player doesn’t have to redo all of it. This was to be my main task for last […]
Cheeky Checkpoints
This week I’ll be talking about the cause of my headache last week and the waste of many hours, checkpoints. They’re not entirely the cause though, it’s more because of stubbornness, tunnel vision and probably some idiocy.
Where the problems started
In our game you’re progressing through a level left to right, and as the level is a little lengthy we want checkpoints so the player doesn’t have to redo all of it. This was to be my main task for last […]
Blog Post #4 Background music
!Link to sound clip at the end!
Welcome back once again to my blog, today I will tell you about my design process with the background music as the lead sound designer of team Cockatrice.
Take a moment and picture yourself in this situation. You are out at sea on a chilly night, it’s hard to anything and it’s critical that you are able to navigate through these waters to get home. The wind is in your face, you’re shivering from the […]
Blog Post #4 Background music
!Link to sound clip at the end!
Welcome back once again to my blog, today I will tell you about my design process with the background music as the lead sound designer of team Cockatrice.
Take a moment and picture yourself in this situation. You are out at sea on a chilly night, it’s hard to anything and it’s critical that you are able to navigate through these waters to get home. The wind is in your face, you’re shivering from the […]
Boaty intelligence
The ocean is dangerous – it’s easy to get lost in the mist and monsters lurk under the surface. Well, they’re supposed to. They need AI in order to bring life to the game and immersiveness to the player. The AI defines how the creatures behave and how they can interact with the player. There are unlimited ways to do this, but all of them might not be boaty enough. Let’s get the boaty intelligence working.
Bringing sprites to life
The squid gang. […]
Boaty intelligence
The ocean is dangerous – it’s easy to get lost in the mist and monsters lurk under the surface. Well, they’re supposed to. They need AI in order to bring life to the game and immersiveness to the player. The AI defines how the creatures behave and how they can interact with the player. There are unlimited ways to do this, but all of them might not be boaty enough. Let’s get the boaty intelligence working.
Bringing sprites to life
The squid gang. […]
May Ahab a Moment of Your Time?: Designing the Leviathan (and Friends)
I do not view myself as someone who thinks outside the box. Instead, I prefer to believe I bring a shovel before I go inside. By working within the confines of what is given to me, I feel I am more creative than if I was without constraint. It is this mentality I adopted as always when I began working with “Aetherial.” (Disclaimer: The following work is representative of an ongoing process and subject to change)
Brainstorming
In the beginning of development […]
May Ahab a Moment of Your Time?: Designing the Leviathan (and Friends)
I do not view myself as someone who thinks outside the box. Instead, I prefer to believe I bring a shovel before I go inside. By working within the confines of what is given to me, I feel I am more creative than if I was without constraint. It is this mentality I adopted as always when I began working with “Aetherial.” (Disclaimer: The following work is representative of an ongoing process and subject to change)
Brainstorming
In the beginning of development […]
Catching up
Describing Scrum and me and my groups experience with is all well and good, but I also want to go over some of the things I have been producing these last two weeks. Right now we are coming up on the Beta deadline for our project, and, due to some of the reasons stated in my previous blog post, we are a little bit behind in terms of art assets. Which meant that it has been the time for me […]
Catching up
Describing Scrum and me and my groups experience with is all well and good, but I also want to go over some of the things I have been producing these last two weeks. Right now we are coming up on the Beta deadline for our project, and, due to some of the reasons stated in my previous blog post, we are a little bit behind in terms of art assets. Which meant that it has been the time for me […]
5SD064 – Game Design Blog 01/03
Level Design and the introduction of difficulty, enemies and mechanics.
Hello again! This is the fourth blog post on my game design blog and this week I will describe my process of designing the level for the game our team is currently developing – Beelonging.
To begin with, Beelonging is what’s called a ”Shmup”, that stands for ”Shoot ‘em up”. It’s one of the earliest concepts of classic game design. Amongst famous retro arcade games you might’ve heard of games such as […]
5SD064 – Game Design Blog 01/03
Level Design and the introduction of difficulty, enemies and mechanics.
Hello again! This is the fourth blog post on my game design blog and this week I will describe my process of designing the level for the game our team is currently developing – Beelonging.
To begin with, Beelonging is what’s called a ”Shmup”, that stands for ”Shoot ‘em up”. It’s one of the earliest concepts of classic game design. Amongst famous retro arcade games you might’ve heard of games such as […]
Background layering
Entry Journal 2018/03/01
In this week’s blog post I will be touching upon the background sprites that I have created for Aetherial. As you probably know by now, the game me and my group are developing is a 2D side scrolling shoot em up, where the player controls a flying vessel that shoots down aliens from the sky.
In order to create the feeling of depth, the background had to be drawn by using multiple layers of content. Much as in the […]
Background layering
Entry Journal 2018/03/01
In this week’s blog post I will be touching upon the background sprites that I have created for Aetherial. As you probably know by now, the game me and my group are developing is a 2D side scrolling shoot em up, where the player controls a flying vessel that shoots down aliens from the sky.
In order to create the feeling of depth, the background had to be drawn by using multiple layers of content. Much as in the […]
An over-whale-ming amount of whales
Yet another week spent dealing with whales, this time in the form of animation. A couple of weeks ago we made animations for our graphics class, and I made the choice to animate the boss of our game – Aetherial. In our version of the game, that boss is a whale inspired by Moby Dick, a design choice that can be read about here. I of course also made the animations because they were a requirement for the game, […]
An over-whale-ming amount of whales
Yet another week spent dealing with whales, this time in the form of animation. A couple of weeks ago we made animations for our graphics class, and I made the choice to animate the boss of our game – Aetherial. In our version of the game, that boss is a whale inspired by Moby Dick, a design choice that can be read about here. I of course also made the animations because they were a requirement for the game, […]
Development blog 4: Animation and boss
Good morning all. As one of the artist in group Zombie. I am excited to present you our 4th development blog- the animation and the boss. Now you already know how were the enemies and playable character designed, it is time for me to introduce you to the animations and boss in our Exploration game – Umibozu.
Enemies in Umibozu need animations. Whenever the enemies attack, being attacked, being killed, there should be feedbacks for the players so that the player […]
Development blog 4: Animation and boss
Good morning all. As one of the artist in group Zombie. I am excited to present you our 4th development blog- the animation and the boss. Now you already know how were the enemies and playable character designed, it is time for me to introduce you to the animations and boss in our Exploration game – Umibozu.
Enemies in Umibozu need animations. Whenever the enemies attack, being attacked, being killed, there should be feedbacks for the players so that the player […]
5SD064 – Blog Post 4 : Dying
Death is a big part of “Depth”. When you die, and you can only die from getting eaten by the monster chasing you, you have the choice between returning to the main menu or restarting the game at the last checkpoint.
Restarting the game means that every enemy and power-up has to be removed from the scene, every enemy and power-up spawner has to be reinitialized, the player has to be teleported back to the last checkpoint (which, in “Depth”, […]
5SD064 – Blog Post 4 : Dying
Death is a big part of “Depth”. When you die, and you can only die from getting eaten by the monster chasing you, you have the choice between returning to the main menu or restarting the game at the last checkpoint.
Restarting the game means that every enemy and power-up has to be removed from the scene, every enemy and power-up spawner has to be reinitialized, the player has to be teleported back to the last checkpoint (which, in “Depth”, […]
Ink.
Introduction
Creating good looking ink effects in Unity is certainly a tricky challenge, but I have throughoutly enjoyed working on it so far. I will shed some light on my thought process, what results I came up with so far and what my inkredible ambitions for the future are. So let’s dive right into it!
Research. A looot of research.
When I as the Lead Artist originally decided to go with an ink-on-paper artstyle (also known as sumi-e 墨絵 in japanese or 水墨畫 […]
Ink.
Introduction
Creating good looking ink effects in Unity is certainly a tricky challenge, but I have throughoutly enjoyed working on it so far. I will shed some light on my thought process, what results I came up with so far and what my inkredible ambitions for the future are. So let’s dive right into it!
Research. A looot of research.
When I as the Lead Artist originally decided to go with an ink-on-paper artstyle (also known as sumi-e 墨絵 in japanese or 水墨畫 […]