Browsing 'Graphics': Posts from Game Design and Graphics

Vertex Colors

Vertex colors. It’s color data stored at vertices and you can do some pretty cool stuff with them. Most of the time you won’t have any need for vertex colors, and in unity the only shaders that make use of them are sprites, but when you’re making your own shaders you can do some pretty nifty things. Vertex colors can be used as a cheap way to shade or color meshes by combining the color with the diffuse, but a much […]

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Program: Graphics

Vertex Colors

Vertex colors. It’s color data stored at vertices and you can do some pretty cool stuff with them. Most of the time you won’t have any need for vertex colors, and in unity the only shaders that make use of them are sprites, but when you’re making your own shaders you can do some pretty nifty things. Vertex colors can be used as a cheap way to shade or color meshes by combining the color with the diffuse, but a much […]

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Program: Graphics

Polish and additional fixes

This week has been focused on polish. Especially when it comes to the levels and animations.
I have done some fixes to the animation, some final touches so that everything looks good for the final release.
There were some hiccups when it comes to the animations. For example, Marbles started to flap and move her legs when we put her animations into the game, the troubleshooting was a long and was a bit tedious, but when we found the problem then the […]

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Program: Graphics

Polish and additional fixes

This week has been focused on polish. Especially when it comes to the levels and animations.
I have done some fixes to the animation, some final touches so that everything looks good for the final release.
There were some hiccups when it comes to the animations. For example, Marbles started to flap and move her legs when we put her animations into the game, the troubleshooting was a long and was a bit tedious, but when we found the problem then the […]

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Program: Graphics

Guiuiui

Hey people,
today I’m going to talk about an alternative UI design I made for our game, for an assignment.
I’ll show you my process in making a interactive menu interface with a coherent artsyle. First of I wanted it to be very organic and directly implement it in the tree of the menu. I’m going to show it to you so you have a clearer idea of what I mean.
Here it is:

I liked how it looked on the tree but immediately […]

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Program: Graphics

Guiuiui

Hey people,
today I’m going to talk about an alternative UI design I made for our game, for an assignment.
I’ll show you my process in making a interactive menu interface with a coherent artsyle. First of I wanted it to be very organic and directly implement it in the tree of the menu. I’m going to show it to you so you have a clearer idea of what I mean.
Here it is:

I liked how it looked on the tree but immediately […]

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Program: Graphics

Sloppy Finish

This week’s blog post is going to be a special one.
And by “special” I mean even more boring than the ones before – or more interesting, depending on your outlook and your role in game development -, because it deals with the phase of production that can be the most scary and the most mundane at the same time: The homestretch; the finish line; the final stage.
At this point, apart from minor things, the game is basically done – speaking […]

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Program: Graphics

Sloppy Finish

This week’s blog post is going to be a special one.
And by “special” I mean even more boring than the ones before – or more interesting, depending on your outlook and your role in game development -, because it deals with the phase of production that can be the most scary and the most mundane at the same time: The homestretch; the finish line; the final stage.
At this point, apart from minor things, the game is basically done – speaking […]

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Program: Graphics

Post #5 – Pufferfish

 
With two weeks to go till the finalization of our game it was time to get to get down to business. Never have we been so busy busting our asses off to race to the finish. With the implementation of a third enemy it meant that artwork would need to get done. Along with the artwork meant animation and more work. After our game designer came up with the third enemy it was time for me to get down to […]

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Program: Graphics

Post #5 – Pufferfish

 
With two weeks to go till the finalization of our game it was time to get to get down to business. Never have we been so busy busting our asses off to race to the finish. With the implementation of a third enemy it meant that artwork would need to get done. Along with the artwork meant animation and more work. After our game designer came up with the third enemy it was time for me to get down to […]

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Program: Graphics

Enemy death sprite

We decided in the group that we would not have a death animation for the enemy fish, instead we would have some particle effects where the enemy would explode into a cloud of skeleton bits. So to begin with I made a lot of different skeleton parts so that we would have a few different options. I also made some different cloud sprites that we could use to make it seem like the fish exploded. These didn’t feel necessary in […]

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Program: Graphics

Enemy death sprite

We decided in the group that we would not have a death animation for the enemy fish, instead we would have some particle effects where the enemy would explode into a cloud of skeleton bits. So to begin with I made a lot of different skeleton parts so that we would have a few different options. I also made some different cloud sprites that we could use to make it seem like the fish exploded. These didn’t feel necessary in […]

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Program: Graphics

Shields made of FIRE!

So this week has been a week of crunching and getting all the pieces together to complete the big picture. ALL SYSTEMS GOOO! With the days closing ever so rapidly it’s time to get things finished up and have everything together for the final product… EXCITING!!
With this being a busy time I’ve been fluctuating between both, Unity and Photoshop whilst finishing off and implementing all the artefacts needed for the final game.
One of the main jobs that needed redesigning and […]

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Program: Graphics

Shields made of FIRE!

So this week has been a week of crunching and getting all the pieces together to complete the big picture. ALL SYSTEMS GOOO! With the days closing ever so rapidly it’s time to get things finished up and have everything together for the final product… EXCITING!!
With this being a busy time I’ve been fluctuating between both, Unity and Photoshop whilst finishing off and implementing all the artefacts needed for the final game.
One of the main jobs that needed redesigning and […]

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Program: Graphics

Week 5 – Oh god, it’s moving !

Welcome everyone for this last but not the least post !
Today I’m going to talk a bit about the animation I made for our main character. Since I wasn’t the one who made the main character, I decided to keep the same first frame that my teammate Felipe had already done.
I used a frame without the hands because one of the hand is going to be on top of the gun so ot wasn’t important to animate it.
Here is the […]

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Program: Graphics

Week 5 – Oh god, it’s moving !

Welcome everyone for this last but not the least post !
Today I’m going to talk a bit about the animation I made for our main character. Since I wasn’t the one who made the main character, I decided to keep the same first frame that my teammate Felipe had already done.
I used a frame without the hands because one of the hand is going to be on top of the gun so ot wasn’t important to animate it.
Here is the […]

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Program: Graphics

A-fish, a-fish, a-fishy FRENZY

This post will be about our frenzy powerup in the game, what it does and what I have contributed to it.
When killing enough fish the meter in the top center of the screen will indicate that the powerup is ready to use, both visually and through sound.
When the bar starts to fill up it pulsates in the same tempo as the background music, this both makes it easy to spot and also gives additional flow to the game. Inside the […]

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Program: Graphics

A-fish, a-fish, a-fishy FRENZY

This post will be about our frenzy powerup in the game, what it does and what I have contributed to it.
When killing enough fish the meter in the top center of the screen will indicate that the powerup is ready to use, both visually and through sound.
When the bar starts to fill up it pulsates in the same tempo as the background music, this both makes it easy to spot and also gives additional flow to the game. Inside the […]

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Program: Graphics

Bits and Pieces: Logo design, Gate animation, Sonar Projectile

2017-03-12
This blog post will detail some of the past weeks work. It will be less focused on a single asset compared to earlier posts, instead I will go over some bits and pieces that I’ve chewed through leading up to the final week of this project.
Logo Design
Throughout the project Team Rukh has always been a very close-knit group, both cohesive and productive. However, something has always been amiss… A symbol to rally around. A mark of some kind, to inspire […]

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Program: Graphics

Bits and Pieces: Logo design, Gate animation, Sonar Projectile

2017-03-12
This blog post will detail some of the past weeks work. It will be less focused on a single asset compared to earlier posts, instead I will go over some bits and pieces that I’ve chewed through leading up to the final week of this project.
Logo Design
Throughout the project Team Rukh has always been a very close-knit group, both cohesive and productive. However, something has always been amiss… A symbol to rally around. A mark of some kind, to inspire […]

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Program: Graphics

Crown of Creation, The Menu!

So, my mission was create the buttons for the main menu. Our first idea of how the menu was to look was that we had the large picture of the tree in the middle, and then we’d place one button on each branch. The main focus in the game is basically crystals, they represent energy and life, and they are all around you when you play. I figured I would make the buttons into crystals.
The style I used was inspired […]

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Program: Graphics

Crown of Creation, The Menu!

So, my mission was create the buttons for the main menu. Our first idea of how the menu was to look was that we had the large picture of the tree in the middle, and then we’d place one button on each branch. The main focus in the game is basically crystals, they represent energy and life, and they are all around you when you play. I figured I would make the buttons into crystals.
The style I used was inspired […]

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Program: Graphics

Post #4 – Blood and Bones

This week was the week directly after our alpha play test. After showcasing our game to our fellow peers and the teachers we had received a lot of positive feedback and constructive criticism. Noting every valuable piece of commentary we set about to fix and change what was recommended of us. Working in the F building with my game designer Joel I decided to take up the task of creating art assets that would be used as death animations. The […]

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Program: Graphics

Post #4 – Blood and Bones

This week was the week directly after our alpha play test. After showcasing our game to our fellow peers and the teachers we had received a lot of positive feedback and constructive criticism. Noting every valuable piece of commentary we set about to fix and change what was recommended of us. Working in the F building with my game designer Joel I decided to take up the task of creating art assets that would be used as death animations. The […]

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Program: Graphics