Author Archives: Eva Sokolova
Concept Art – Week 6 + 7
So these past weeks we have been working on character design assignments for an Alice in Wonderland-themed car commercial about a woman from the ordinary world who falls/dreams herself into the colourful and festive Wonderland. We had the script and some simple keywords to work with but besides that it was very much up to us to find a style. So first off we assembled a moodboard to establish the overall direction we wanted to go for (go go Pinterest-powers, activate!)
I […]
Concept Art – Week 6 + 7
So these past weeks we have been working on character design assignments for an Alice in Wonderland-themed car commercial about a woman from the ordinary world who falls/dreams herself into the colourful and festive Wonderland. We had the script and some simple keywords to work with but besides that it was very much up to us to find a style. So first off we assembled a moodboard to establish the overall direction we wanted to go for (go go Pinterest-powers, activate!)
I […]
Concept Art – Week 5
So during these past weeks in the Concept Art course we’ve been talking about character design, shot design inbetween the basics of art like perspective and colour theory. The good thing about that is that even if you’ve heard it before, you can always find something new to take away.
This week it’s been rendering and while the final assignment is to create and render our own character designs for a given script (which is supposed to be our own take […]
Concept Art – Week 5
So during these past weeks in the Concept Art course we’ve been talking about character design, shot design inbetween the basics of art like perspective and colour theory. The good thing about that is that even if you’ve heard it before, you can always find something new to take away.
This week it’s been rendering and while the final assignment is to create and render our own character designs for a given script (which is supposed to be our own take […]
3D-I Character modeling and texturing
So it’s been a while since the last post. During that time we’ve been entering the world of character modeling and texturing, both very new to me. For our third assignment in the 3D-I-course we had to both work according to another classmate’s concept art and art direction as well as direct the person bringing our own concept art into 3D.
For my concept art I got this guy, named “Peanut”:
I discovered fairly quickly that some elements about this design, while […]
3D-I Character modeling and texturing
So it’s been a while since the last post. During that time we’ve been entering the world of character modeling and texturing, both very new to me. For our third assignment in the 3D-I-course we had to both work according to another classmate’s concept art and art direction as well as direct the person bringing our own concept art into 3D.
For my concept art I got this guy, named “Peanut”:
I discovered fairly quickly that some elements about this design, while […]
3D-I Character turnaround and other things.
For our next 3D Assignment (character creation, yay!) we first have to create a pre-production package (which means concept art! Drawing! 2D!). The character had to be reasonably humanoid, not too detailed and stylized. So I came up with this cool chick:
(Not entirely sure about the colour scheme yet). She’s Mojo and she’s supposed to be the chemistry whiz in a 3D platforming game where you play a kid detective, “Codename: Kids Next Door” style. (It’s a work in progress…) […]
3D-I Character turnaround and other things.
For our next 3D Assignment (character creation, yay!) we first have to create a pre-production package (which means concept art! Drawing! 2D!). The character had to be reasonably humanoid, not too detailed and stylized. So I came up with this cool chick:
(Not entirely sure about the colour scheme yet). She’s Mojo and she’s supposed to be the chemistry whiz in a 3D platforming game where you play a kid detective, “Codename: Kids Next Door” style. (It’s a work in progress…) […]
Life Drawing: Summer compilation art dump
This summer I attended a course called “Life Drawing”, given by the awesomely talanted and patient Pernilla Persson here at Campus Gotland so I’m uploading a small compilation of what we have covered during the summer and some personal pieces to show some of the (painstakingly slow) progress made.
During the first weeks Pernilla spoke a lot about rhytm and gesture, getting down that first impression and seeing the gesture (what the model is conveying) rather than anatomy or parts. Eventually, […]
Life Drawing: Summer compilation art dump
This summer I attended a course called “Life Drawing”, given by the awesomely talanted and patient Pernilla Persson here at Campus Gotland so I’m uploading a small compilation of what we have covered during the summer and some personal pieces to show some of the (painstakingly slow) progress made.
During the first weeks Pernilla spoke a lot about rhytm and gesture, getting down that first impression and seeing the gesture (what the model is conveying) rather than anatomy or parts. Eventually, […]
Theme Park: Pre-Beta – It’s time to penguin up!
Hi again!
At the time of the last post we were in the middle of a hectic pre-alpha scramble with an overhauled concept and a lot to to do with little time to do it. By now I can tell you that we passed our alpha-presentation and have been working diligently toward our Beta-deadline next week.
With all basic mechanics in place, we have been working on implementing (amongst other things) new levels, hazards, powerups, a dash-mechanic and a new GUI.
As you […]
Theme Park: Pre-Beta – It’s time to penguin up!
Hi again!
At the time of the last post we were in the middle of a hectic pre-alpha scramble with an overhauled concept and a lot to to do with little time to do it. By now I can tell you that we passed our alpha-presentation and have been working diligently toward our Beta-deadline next week.
With all basic mechanics in place, we have been working on implementing (amongst other things) new levels, hazards, powerups, a dash-mechanic and a new GUI.
As you […]
Theme Park: Alpha Week – Seal the deal
Hi again!
Since the last update our game has gone through a re-haul to a battle arena type of game where penguin mothers will try to snatch the last penguin baby and hold on to it for as long as they can, while avoiding various traps and obstacles! To match the new direction, our input was changed to trackballs.
Tomorrow is alpha and we are feeling the heat but considering the major change that was made last Friday it’s better than it […]
Theme Park: Alpha Week – Seal the deal
Hi again!
Since the last update our game has gone through a re-haul to a battle arena type of game where penguin mothers will try to snatch the last penguin baby and hold on to it for as long as they can, while avoiding various traps and obstacles! To match the new direction, our input was changed to trackballs.
Tomorrow is alpha and we are feeling the heat but considering the major change that was made last Friday it’s better than it […]
Theme Park: Week 3 – Ice, ice baby
Greetings!
This is the first blog post for our Theme Park project
so introductions are in order.
I’m part of Team Hush Hush which consists of:
David Crosson – Lead Game
Emil Christenson – Lead Teach/Lead Sound
Nayomi Arvell – Lead Art
Gabriel Ajuwa – Lead Code
Kim Gripenberg – Programmer
Eva Sokolova – Producer
Together we’re working on a project called Save the Penguins!
The premise is:
Global warming sucks! Especially for a certain family of penguins who’ve now been left homeless with a long and perilous journey ahead. Luckily, you […]
Theme Park: Week 3 – Ice, ice baby
Greetings!
This is the first blog post for our Theme Park project
so introductions are in order.
I’m part of Team Hush Hush which consists of:
David Crosson – Lead Game
Emil Christenson – Lead Teach/Lead Sound
Nayomi Arvell – Lead Art
Gabriel Ajuwa – Lead Code
Kim Gripenberg – Programmer
Eva Sokolova – Producer
Together we’re working on a project called Save the Penguins!
The premise is:
Global warming sucks! Especially for a certain family of penguins who’ve now been left homeless with a long and perilous journey ahead. Luckily, you […]
Game Development – Introduction: Week 8
With soon 10 weeks since the start of the project we’re now entering the final phase. For me that has meant a considerable amount of stress, with other courses taking up a large portion of my time but also time to go back and do some more low-key work redesigning some assets so this week I will be speaking about the seeds and the seed inventory-part of the GUI.
When I first drew the seeds, it was the night before the GDD-hand […]
Game Development – Introduction: Week 8
With soon 10 weeks since the start of the project we’re now entering the final phase. For me that has meant a considerable amount of stress, with other courses taking up a large portion of my time but also time to go back and do some more low-key work redesigning some assets so this week I will be speaking about the seeds and the seed inventory-part of the GUI.
When I first drew the seeds, it was the night before the GDD-hand […]
Game Development –Introduction: Week 7
So this week…This week I had the impeccable timing to get sick, which lines up perfectly with the Beta-deadline this Friday . That means there is not as much to talk about as I would like but I have worked on the second enemy type.
So, the second enemy type is the Ranged type. While designing this enemy type I applied the principles we learned about creating a distinct silhouettes and adjusting function to form. So where the Melee enemy […]
Game Development –Introduction: Week 7
So this week…This week I had the impeccable timing to get sick, which lines up perfectly with the Beta-deadline this Friday . That means there is not as much to talk about as I would like but I have worked on the second enemy type.
So, the second enemy type is the Ranged type. While designing this enemy type I applied the principles we learned about creating a distinct silhouettes and adjusting function to form. So where the Melee enemy […]
Game Development –Introduction: Week 6
This week as my major task I’ve continued working on the melee enemy animations, this time the skill animation. It’s still not quite finished in color with all layers so I can’t present the finalized, perspective-corrected version.
So what I did first, was make a quick 6-frame sketch, like the one for the walk-animation. Most of the animations I’ve made for this game are confined to 6 frames. It looks well enough in-game and balances fluidity with time and effort spent. […]
Game Development –Introduction: Week 6
This week as my major task I’ve continued working on the melee enemy animations, this time the skill animation. It’s still not quite finished in color with all layers so I can’t present the finalized, perspective-corrected version.
So what I did first, was make a quick 6-frame sketch, like the one for the walk-animation. Most of the animations I’ve made for this game are confined to 6 frames. It looks well enough in-game and balances fluidity with time and effort spent. […]
Game development – Introduction: Week 5
This week (besides reworking the defense-plant unit animation as we were advised to do at our alpha-presentation) I’ve started working on redesigns for the enemies in the game, more specifically the melee enemy and its walk animation. The reason for this is to make them more in line with the style of the game and adjust the designs to better reflect their function. The previous design for the melee enemy was nice but was too close silhouette-wise to the ranged […]
Game development – Introduction: Week 5
This week (besides reworking the defense-plant unit animation as we were advised to do at our alpha-presentation) I’ve started working on redesigns for the enemies in the game, more specifically the melee enemy and its walk animation. The reason for this is to make them more in line with the style of the game and adjust the designs to better reflect their function. The previous design for the melee enemy was nice but was too close silhouette-wise to the ranged […]