Author Archives: Emil Kiviniemi
A moving, but readable text projectile
This week, on the game project Revenge of Teddy…
Recently, I had redesigned the previously paper planes throwing enemy into an enemy that uses laughter as it weapon to fit a new bullet pattern that was implemented. The projectile connected with the enemy had to be changed as well, from paper planes to something that signals “dangerous laughter”, so that is what I’m going to be talking about this week.
Both of my initial ideas where based around comic book sound effects, […]
A moving, but readable text projectile
This week, on the game project Revenge of Teddy…
Recently, I had redesigned the previously paper planes throwing enemy into an enemy that uses laughter as it weapon to fit a new bullet pattern that was implemented. The projectile connected with the enemy had to be changed as well, from paper planes to something that signals “dangerous laughter”, so that is what I’m going to be talking about this week.
Both of my initial ideas where based around comic book sound effects, […]
Precision Training and Polishing Line Art
Last week I finished most rough enemy animations for the game Revenge of Teddy, so this week I have been able to continue on to polishing line art for them. As I usually prefer speed over precision, I seldom draw very precise line art and instead leave my drawings at a somewhat sketchy phase. I have therefore taken this opportunity to deliberately focus on improving my precision as I have polished the line art of the rough animations.
I went over each […]
Precision Training and Polishing Line Art
Last week I finished most rough enemy animations for the game Revenge of Teddy, so this week I have been able to continue on to polishing line art for them. As I usually prefer speed over precision, I seldom draw very precise line art and instead leave my drawings at a somewhat sketchy phase. I have therefore taken this opportunity to deliberately focus on improving my precision as I have polished the line art of the rough animations.
I went over each […]
Animating attacking enemies
This week I have started animating the enemies that I designed and wrote about last week. My current goal is to finish rough animations for all the movements of the three enemies by the end of the week, and up till now my focus has been the attacking actions for them. For this post I will be focusing on the ghost teacher enemy, as I think it showcases the ideas that I have been working with the best.
I wanted the enemy animations […]
Animating attacking enemies
This week I have started animating the enemies that I designed and wrote about last week. My current goal is to finish rough animations for all the movements of the three enemies by the end of the week, and up till now my focus has been the attacking actions for them. For this post I will be focusing on the ghost teacher enemy, as I think it showcases the ideas that I have been working with the best.
I wanted the enemy animations […]
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, […]
Constant slow falling
During the past few weeks, I have been working on a shoot em’ up game called “Revenge of Teddy” (name subjected to change) as a graphics artist. The game is about a young boy called Timothy who is falling through a nightmare, having to face his fears along the way. My first main task has been creating and animating the player avatar in its idle state, or in other words, drawing Timothy as he is falling straight down.
The avatar had […]
Constant slow falling
During the past few weeks, I have been working on a shoot em’ up game called “Revenge of Teddy” (name subjected to change) as a graphics artist. The game is about a young boy called Timothy who is falling through a nightmare, having to face his fears along the way. My first main task has been creating and animating the player avatar in its idle state, or in other words, drawing Timothy as he is falling straight down.
The avatar had […]