Author Archives: Merve Metinkol
Postmortem
We are at the end of the road after several months’ hard work, being happy and satisfied for finishing Aetherial on time.
Making Aetherial has taught me many things both in and outside the art field. From the art perspective, I have learnt how to create assets that are coherent with the theme and the other artist’s work, the importance of picking the right colours, lighting/shadowing and animating. To be honest, animating was not my strongest side at start, and I […]
Postmortem
We are at the end of the road after several months’ hard work, being happy and satisfied for finishing Aetherial on time.
Making Aetherial has taught me many things both in and outside the art field. From the art perspective, I have learnt how to create assets that are coherent with the theme and the other artist’s work, the importance of picking the right colours, lighting/shadowing and animating. To be honest, animating was not my strongest side at start, and I […]
Playtesting
Playtesting is a very important part of the development step. It makes it possible to design flexible products by using the feedback gained during the development phase, in order to meet the players’ expectations. Playtesting can provide feedback for game on multiple levels; such as the game being mechanically balanced being fun or mechanics being compatible to theme. It is also good for having an outer perspective on the assets and can point to the problems that are unnoticed by the […]
Playtesting
Playtesting is a very important part of the development step. It makes it possible to design flexible products by using the feedback gained during the development phase, in order to meet the players’ expectations. Playtesting can provide feedback for game on multiple levels; such as the game being mechanically balanced being fun or mechanics being compatible to theme. It is also good for having an outer perspective on the assets and can point to the problems that are unnoticed by the […]
Jellyfish on the Move
This week I would like to talk about the design and animation process of our second enemy, the jellyfish.
The enemy jellyfish has normal movement speed, low damage and has melee attack. It also latches onto the player avatar and slows it. I liked the idea of a jellyfish gliding in the sky because of its natural movement pattern. And thought the leg and tentacle movement would look aesthetic.
I started the design process by looking up several jellyfish types, and came […]
Jellyfish on the Move
This week I would like to talk about the design and animation process of our second enemy, the jellyfish.
The enemy jellyfish has normal movement speed, low damage and has melee attack. It also latches onto the player avatar and slows it. I liked the idea of a jellyfish gliding in the sky because of its natural movement pattern. And thought the leg and tentacle movement would look aesthetic.
I started the design process by looking up several jellyfish types, and came […]
Working with Scrum
This week I will talk about how scrum affected our development.
As you know scrum is a framework for team collaboration on complex software projects. It involves the scrum master and the team to work together, and provide effective results in a short period of time. The below graphic briefly describes how the scrum works.
In light of the info above, we have been having sprint planning on Monday, stand up meetings from Tuesday to Thursday and sprint review on Friday. Sprint […]
Working with Scrum
This week I will talk about how scrum affected our development.
As you know scrum is a framework for team collaboration on complex software projects. It involves the scrum master and the team to work together, and provide effective results in a short period of time. The below graphic briefly describes how the scrum works.
In light of the info above, we have been having sprint planning on Monday, stand up meetings from Tuesday to Thursday and sprint review on Friday. Sprint […]
Enemy Movement Design
In this post I would like to talk about the movement design of our bird enemy.
The bird enemy is the first and the weakest that a player counters. It flies in a covey and moves slow compared to the other enemies. It shoots projectiles when afar, and does an electric attack when closeby. The enemy has different spawn points at the right side of the screen, flying towards the player avatar on the left. It uses all the game field […]
Enemy Movement Design
In this post I would like to talk about the movement design of our bird enemy.
The bird enemy is the first and the weakest that a player counters. It flies in a covey and moves slow compared to the other enemies. It shoots projectiles when afar, and does an electric attack when closeby. The enemy has different spawn points at the right side of the screen, flying towards the player avatar on the left. It uses all the game field […]
Nether bird
Today I would like to talk about the design aspect of our first enemy in the game we are working on. My group is working on Aetherial, which the player takes the role of a sky ship and confronts several different enemies in an aetheric environment.
The first enemy a player confronts in our game is a bird (it doesn’t have a name yet), which is supposed to be the weakest enemy that flies around in covey. It can perform ranged […]
Nether bird
Today I would like to talk about the design aspect of our first enemy in the game we are working on. My group is working on Aetherial, which the player takes the role of a sky ship and confronts several different enemies in an aetheric environment.
The first enemy a player confronts in our game is a bird (it doesn’t have a name yet), which is supposed to be the weakest enemy that flies around in covey. It can perform ranged […]
The Journey Begins
Thanks for joining me!
Good company in a journey makes the way seem shorter. — Izaak Walton
The Journey Begins
Thanks for joining me!
Good company in a journey makes the way seem shorter. — Izaak Walton