Author Archives: Jonathan Nitzan Andersson
UI Attracts Ur Eye
The post this week will be entirely focused on graphics, wohoo. In this post I will detail the design decisions behind the GUI artefacts I made for our game, and I will list the principles that guided me while making the assets.
In-Game GUI
Due to the importance of conveying gameplay relevant information to the player in real time, the in-game GUI took priority and was an element I started working on early in the project.
I started with what I deemed most important […]
UI Attracts Ur Eye
The post this week will be entirely focused on graphics, wohoo. In this post I will detail the design decisions behind the GUI artefacts I made for our game, and I will list the principles that guided me while making the assets.
In-Game GUI
Due to the importance of conveying gameplay relevant information to the player in real time, the in-game GUI took priority and was an element I started working on early in the project.
I started with what I deemed most important […]
Getting our background off the ground.
Hey!
This week, I’ll be talking about an asset I made a while ago, a modular scenery generator / spawner. This’ll be a coding post themed around graphics but not really.
The game I’m working on with my group, “Burn Witch, Burn!”, is a top down shooter with a scrolling background. While making the backgrounds for the game, I deliberately wanted to avoid making the objects in them, such as the trees, rocks, and houses, part of the background. I wanted to […]
Getting our background off the ground.
Hey!
This week, I’ll be talking about an asset I made a while ago, a modular scenery generator / spawner. This’ll be a coding post themed around graphics but not really.
The game I’m working on with my group, “Burn Witch, Burn!”, is a top down shooter with a scrolling background. While making the backgrounds for the game, I deliberately wanted to avoid making the objects in them, such as the trees, rocks, and houses, part of the background. I wanted to […]
I believe an introduction is in order…
Intro
Hello again!
This post is probably going to be long, and will mostly focus on assembling stuff in unity and coding, although there is some graphics stuff and animating sprinkled in.
This week I’ve been working on the player’s introduction to the game, starting from redesigning the main menu, making the tutorial, and then transitioning into normal gameplay.
For a while now, I’ve been wanting to have a small tutorial for the game that tells the player that they can use the right […]
I believe an introduction is in order…
Intro
Hello again!
This post is probably going to be long, and will mostly focus on assembling stuff in unity and coding, although there is some graphics stuff and animating sprinkled in.
This week I’ve been working on the player’s introduction to the game, starting from redesigning the main menu, making the tutorial, and then transitioning into normal gameplay.
For a while now, I’ve been wanting to have a small tutorial for the game that tells the player that they can use the right […]
Feedback, back to back.
Intro
Hello, this is going to be both a graphics and a coding post, sort of.
This week there wasn’t really a single asset that I wanted to talk about, but more of a theme. I spent most of this week implementing various types of effects to provide the player with feedback. Feedback is important for the game because it helps teach players game mechanics and reinforces them without the need for words, a tutorial or prolonged trial and error. I’ll talk about each […]
Feedback, back to back.
Intro
Hello, this is going to be both a graphics and a coding post, sort of.
This week there wasn’t really a single asset that I wanted to talk about, but more of a theme. I spent most of this week implementing various types of effects to provide the player with feedback. Feedback is important for the game because it helps teach players game mechanics and reinforces them without the need for words, a tutorial or prolonged trial and error. I’ll talk about each […]
Penta…Power? Yes please.
Hello, again!
In this post I’ll discuss some assets I’ve recently made for the game I’m currently working on with my group as part of my education.
I’m a member of team Golem and we’re making a Shoot ‘Em Up game called “Burn, Witch, Burn!” about a witch being chased by a mob.
I’ve taken it upon myself to make the spell icons for the game, to show when it’s possible to cast a spell, and to implement the code for it to actually […]
Penta…Power? Yes please.
Hello, again!
In this post I’ll discuss some assets I’ve recently made for the game I’m currently working on with my group as part of my education.
I’m a member of team Golem and we’re making a Shoot ‘Em Up game called “Burn, Witch, Burn!” about a witch being chased by a mob.
I’ve taken it upon myself to make the spell icons for the game, to show when it’s possible to cast a spell, and to implement the code for it to actually […]
Hello!
Hi,
For my first post, I thought I’d like to start by sharing a bit about myself, who I am, and what I do.
My name is Jonathan Nitzan Andersson, I’m a 23 years old student from Sweden, and I’m currently studying for a Bachelor’s Degree in Game Design and Graphics at Uppsala University Campus Gotland.
At the moment, I will mainly be using this blog to post about work and school related topics as I get through my education, mainly in the field […]
Hello!
Hi,
For my first post, I thought I’d like to start by sharing a bit about myself, who I am, and what I do.
My name is Jonathan Nitzan Andersson, I’m a 23 years old student from Sweden, and I’m currently studying for a Bachelor’s Degree in Game Design and Graphics at Uppsala University Campus Gotland.
At the moment, I will mainly be using this blog to post about work and school related topics as I get through my education, mainly in the field […]