Browsing 'Graphics': Posts from Game Design and Graphics

Entry 3: Sum of Scrum

Hello, and welcome to another week of blog posts! Today I have for you, dear reader—you guessed it—a blog post about Agile SCRUM work method. My name is Jesper Karbing, and I´ll be your post today.

I have some mixed feelings about Scrum thus far. It has been a big help with structuring and keeping track of your weekly work load and plan. My main concerns with Scrum are twofold:

Having it in Microsoft Excel. It just gets confusing sometimes when you […]

Program: Graphics

Entry 3: Sum of Scrum

Hello, and welcome to another week of blog posts! Today I have for you, dear reader—you guessed it—a blog post about Agile SCRUM work method. My name is Jesper Karbing, and I´ll be your post today.

I have some mixed feelings about Scrum thus far. It has been a big help with structuring and keeping track of your weekly work load and plan. My main concerns with Scrum are twofold:

Having it in Microsoft Excel. It just gets confusing sometimes when you […]

Program: Graphics

Game Design week 7 – The Making of a Large Monster

I’ve been working on several things during these past weeks, but not all of them are so interesting to read about. So, one of the most fun task I’ve undertaken was to create and draw the large enemy fish that is chasing the player for the duration of the game play. For two sprints I – among other things – made a concept illustration, changed and refined that design, and tuned the colours.
In the planning stage, I made some quick […]

/ Comments Off on Game Design week 7 – The Making of a Large Monster
Program: Graphics

Game Design week 7 – The Making of a Large Monster

I’ve been working on several things during these past weeks, but not all of them are so interesting to read about. So, one of the most fun task I’ve undertaken was to create and draw the large enemy fish that is chasing the player for the duration of the game play. For two sprints I – among other things – made a concept illustration, changed and refined that design, and tuned the colours.
In the planning stage, I made some quick […]

/ Comments Off on Game Design week 7 – The Making of a Large Monster
Program: Graphics

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 […]

/ Comments Off on Enemy Movement Design
Program: Graphics

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 […]

/ Comments Off on Enemy Movement Design
Program: Graphics

Crates

This week’s challenge for me was making the crates. During the playtesting session we had a problem with players not knowing that the crates were a pick up. They kept avoiding them because they thought it was cliffs or something else to avoid. I can agree that it was hard to see that they were crates. It looked more like a reef.
I made a few different designs, but it was still hard to see that they were something positive, something […]

/ Comments Off on Crates
Program: Graphics

Crates

This week’s challenge for me was making the crates. During the playtesting session we had a problem with players not knowing that the crates were a pick up. They kept avoiding them because they thought it was cliffs or something else to avoid. I can agree that it was hard to see that they were crates. It looked more like a reef.
I made a few different designs, but it was still hard to see that they were something positive, something […]

/ Comments Off on Crates
Program: Graphics

Whale, Whale, Whale – a design process

This week we’ll take a look at the design of the boss. I designed and drew everything in Photoshop CC 2017.
The antagonist and final boss of Aetherial is a whale by the name of Leviathan. Team Qilin, or rather I, chose to look away from the whole sea-monster thing and instead focus on the Moby Dick side of the game. The Moby Dick influences came from the tagline of the Concept Document; “Moby Dick of the skies”. Moby Dick was […]

/ Comments Off on Whale, Whale, Whale – a design process
Program: Graphics

Whale, Whale, Whale – a design process

This week we’ll take a look at the design of the boss. I designed and drew everything in Photoshop CC 2017.
The antagonist and final boss of Aetherial is a whale by the name of Leviathan. Team Qilin, or rather I, chose to look away from the whole sea-monster thing and instead focus on the Moby Dick side of the game. The Moby Dick influences came from the tagline of the Concept Document; “Moby Dick of the skies”. Moby Dick was […]

/ Comments Off on Whale, Whale, Whale – a design process
Program: Graphics

Animations…Animations

Working with animations was a pretty big stepping stone for me as a person who never had any prior experience. The first time I learned about doing animations in Leo’s class, I was pretty much awed thinking about the capacity of creativity that can be flourished through Photoshop. It wasn’t easy, took me quite some time to grasp the basics. But I did, through many trials and errors and with some help from classmates. The concept game that we are […]

/ Comments Off on Animations…Animations
Program: Graphics

Animations…Animations

Working with animations was a pretty big stepping stone for me as a person who never had any prior experience. The first time I learned about doing animations in Leo’s class, I was pretty much awed thinking about the capacity of creativity that can be flourished through Photoshop. It wasn’t easy, took me quite some time to grasp the basics. But I did, through many trials and errors and with some help from classmates. The concept game that we are […]

/ Comments Off on Animations…Animations
Program: Graphics

A totally new sound experience

I had more focus on the sounds for the game this week since I am the one responsible for it. I had no experience on that whatsoever so the main focus have been to learn the basics of Audacity and LMMS. The goal was to get some kind of background sound and sounds for the main character of our game. Some sounds will be recorded be me and others will be someone elses creation. The already recorded sound I found […]

/ Comments Off on A totally new sound experience
Program: Graphics

A totally new sound experience

I had more focus on the sounds for the game this week since I am the one responsible for it. I had no experience on that whatsoever so the main focus have been to learn the basics of Audacity and LMMS. The goal was to get some kind of background sound and sounds for the main character of our game. Some sounds will be recorded be me and others will be someone elses creation. The already recorded sound I found […]

/ Comments Off on A totally new sound experience
Program: Graphics

Animations!

Entry Journal 2018/02/15
 
 
Today’s topic is about the animations that were made for Aetherial, the game that me and my group are developing. In this week’s sprint planning we went over the milestones that had to be reached before the Alpha Presentation deadline on Thursday, as well as the crucial requirements that the game has to fulfill in order to consider it successful, once of which was the power up ability. In the case of Aetherial, this attribute meant that the […]

/ Comments Off on Animations!
Program: Graphics

Animations!

Entry Journal 2018/02/15
 
 
Today’s topic is about the animations that were made for Aetherial, the game that me and my group are developing. In this week’s sprint planning we went over the milestones that had to be reached before the Alpha Presentation deadline on Thursday, as well as the crucial requirements that the game has to fulfill in order to consider it successful, once of which was the power up ability. In the case of Aetherial, this attribute meant that the […]

/ Comments Off on Animations!
Program: Graphics

Development blog 2: enemy design

Good morning all. As one of the artist in group Zombie. I am excited to present you our second development blog- the enemy design. I will continue this blog from the previous one and talk about the enemies that will appear in our Exploration game-  Umibozu.
This time we will talk about the perspective and how the arts are designed according to our newly determined perspective. Our game was designed as an exploration top-down game. However, arts in top-down games are […]

/ Comments Off on Development blog 2: enemy design
Program: Graphics

Development blog 2: enemy design

Good morning all. As one of the artist in group Zombie. I am excited to present you our second development blog- the enemy design. I will continue this blog from the previous one and talk about the enemies that will appear in our Exploration game-  Umibozu.
This time we will talk about the perspective and how the arts are designed according to our newly determined perspective. Our game was designed as an exploration top-down game. However, arts in top-down games are […]

/ Comments Off on Development blog 2: enemy design
Program: Graphics

2/15/18 Communication in art

Have you ever stopped and thought how some problems could’ve been avoided? Maybe you should’ve mentioned that thing you were worried about before, or maybe you could’ve listened to your friend since the beginning. All this because of a lack of communication.
There’s all sorts of communication, from group communications to your very own body telling you that you are hungry, and all of them are very important. However, communication in art is essential for game design and we realized this […]

/ Comments Off on 2/15/18 Communication in art
Program: Graphics

2/15/18 Communication in art

Have you ever stopped and thought how some problems could’ve been avoided? Maybe you should’ve mentioned that thing you were worried about before, or maybe you could’ve listened to your friend since the beginning. All this because of a lack of communication.
There’s all sorts of communication, from group communications to your very own body telling you that you are hungry, and all of them are very important. However, communication in art is essential for game design and we realized this […]

/ Comments Off on 2/15/18 Communication in art
Program: Graphics

Sky slug on the move

This week I’ve primarily been animating the first enemy for our game, Aetherial.
The design idea for our version of the sky slug, an enemy that of course was a part of the original aetherial concept document, came from a mix between our lead artist’s original idea and then some alterations by me.
The sky slug is meant to swarm the player but be fairly weak and easy to kill individually. I wanted to represent this in its design in several ways. […]

/ Comments Off on Sky slug on the move
Program: Graphics

Sky slug on the move

This week I’ve primarily been animating the first enemy for our game, Aetherial.
The design idea for our version of the sky slug, an enemy that of course was a part of the original aetherial concept document, came from a mix between our lead artist’s original idea and then some alterations by me.
The sky slug is meant to swarm the player but be fairly weak and easy to kill individually. I wanted to represent this in its design in several ways. […]

/ Comments Off on Sky slug on the move
Program: Graphics

Style-guide and pre-production

As many groups chose to develop the Behemoth concept, we felt pushed to do something different, add personality to it. We wanted to have a good answer for the question “What does your Behemoth game has that others don’t?”. Plot and art style depend on each other in our concept, because they were born together.

After deciding the plot and art-style, the latter being low-poly/origami with a sunset-like colour palette, the artists could focus on conveying as much as the story […]

/ Comments Off on Style-guide and pre-production
Program: Graphics

Style-guide and pre-production

As many groups chose to develop the Behemoth concept, we felt pushed to do something different, add personality to it. We wanted to have a good answer for the question “What does your Behemoth game has that others don’t?”. Plot and art style depend on each other in our concept, because they were born together.

After deciding the plot and art-style, the latter being low-poly/origami with a sunset-like colour palette, the artists could focus on conveying as much as the story […]

/ Comments Off on Style-guide and pre-production
Program: Graphics