Browsing 'Graphics': Posts from Game Design and Graphics

Blogpost Four!
Another week of animation! Since last week I have had so much fun with the new death animation for the player plane. This week I got to do the death animation for the blimp, or the “Led Zeppelin” as it’s called. Erik Levin in our group made the Led Zeppelin’s moving animation and art in the game. It was up to me to make his nice blimp blow up. Fine by me mohahahaha.
Erik’s blimp, now this is gonna be fun […]

Blogpost Four!
Another week of animation! Since last week I have had so much fun with the new death animation for the player plane. This week I got to do the death animation for the blimp, or the “Led Zeppelin” as it’s called. Erik Levin in our group made the Led Zeppelin’s moving animation and art in the game. It was up to me to make his nice blimp blow up. Fine by me mohahahaha.
Erik’s blimp, now this is gonna be fun […]

Tornados
Hi guys!
This week I will talk about tornados. Or more precisely tornado animation.
In our game we have a power up that allows the player to summon a tornado which eliminates all the enemies and obstacles currently present on the screen.
A few weeks back I did the icon for the power up which ended up like this.
However, this was only concept art and the art style of the game has change a bit since then.
I have never animated a tornado before […]

Tornados
Hi guys!
This week I will talk about tornados. Or more precisely tornado animation.
In our game we have a power up that allows the player to summon a tornado which eliminates all the enemies and obstacles currently present on the screen.
A few weeks back I did the icon for the power up which ended up like this.
However, this was only concept art and the art style of the game has change a bit since then.
I have never animated a tornado before […]

Desolate Echo – Week 6
This week I worked on some animations for the Spyderling – one of the enemies in the game – and specifically on its death animation. I am really satisfied with the result.
A more crystalline creature
A creature of flesh and blood
When we first conceptualized the spyderlings, we envisioned them to be either creatures made up in part of crystals or to be creatures that had crystals growing on/into them.
This affected the death animation, as we would have to decide whether to have […]

Desolate Echo – Week 6
This week I worked on some animations for the Spyderling – one of the enemies in the game – and specifically on its death animation. I am really satisfied with the result.
A more crystalline creature
A creature of flesh and blood
When we first conceptualized the spyderlings, we envisioned them to be either creatures made up in part of crystals or to be creatures that had crystals growing on/into them.
This affected the death animation, as we would have to decide whether to have […]

Dum dum dum dduuuuuu, Week 4 of Game development reflections, le Music edition
Heeeyyoooo!! Well, well, back here yet again are we? Yep, that’s right, you guessed it! It’s time for the next post of GAME DEVELOPMENT!! So, we are now six weeks into the course and the Beta is coming to it’s end. I’m starting to sweat bullets, as we still got some things to work out and finish and the deadline is just coming closer and closer. Most of the things left is programming assets and the programmers are staying up […]

Dum dum dum dduuuuuu, Week 4 of Game development reflections, le Music edition
Heeeyyoooo!! Well, well, back here yet again are we? Yep, that’s right, you guessed it! It’s time for the next post of GAME DEVELOPMENT!! So, we are now six weeks into the course and the Beta is coming to it’s end. I’m starting to sweat bullets, as we still got some things to work out and finish and the deadline is just coming closer and closer. Most of the things left is programming assets and the programmers are staying up […]

Week four post
So this week i actually worked on something else than the enemies for our game. This week was dedicated to the animation of the games protagonist himself: Captain Noleg himself
Up until this point we had only made keyframes for the captains different states. These were all we needed in order to test the game out and see if his design and color scheme would work in the background. However, at this time all the keyframes for the games different enemies and […]

Week four post
So this week i actually worked on something else than the enemies for our game. This week was dedicated to the animation of the games protagonist himself: Captain Noleg himself
Up until this point we had only made keyframes for the captains different states. These were all we needed in order to test the game out and see if his design and color scheme would work in the background. However, at this time all the keyframes for the games different enemies and […]

Blog Week 4: Boss falls and arms
This sprint I’ve been working on the last of three attacks for the boss, three is always one of those perfect numbers. This artifact I guess is actually two different parts, but they’re a part of the same set so I’m going to count them as one.
The animation starts with the boss jumping up a bit and then bluntly put, falls on his bum. This indicates the attack is about to commence. The animation itself was actually pretty simple, I […]

Blog Week 4: Boss falls and arms
This sprint I’ve been working on the last of three attacks for the boss, three is always one of those perfect numbers. This artifact I guess is actually two different parts, but they’re a part of the same set so I’m going to count them as one.
The animation starts with the boss jumping up a bit and then bluntly put, falls on his bum. This indicates the attack is about to commence. The animation itself was actually pretty simple, I […]

Fjärde blogginlägget.
Hallå på dig, min enda läsare.
Dags för fjärde blogginlägget då.
Den här veckan har fokusen för mig varit på att animera fienderymdskeppen. Så att allt som ska ha animation har en animnation till betat på måndag.
Jag har bland annat gjort en liten animation för ett staket som ska dyka upp när/ om fienderymdskeppen landar. Jag har även gjort animationer för thrusters på fienderymdskeppen så att de ser lite mer levande ut.
På våran pre- beta, eller speltesting i måndags så fick vi […]

Fjärde blogginlägget.
Hallå på dig, min enda läsare.
Dags för fjärde blogginlägget då.
Den här veckan har fokusen för mig varit på att animera fienderymdskeppen. Så att allt som ska ha animation har en animnation till betat på måndag.
Jag har bland annat gjort en liten animation för ett staket som ska dyka upp när/ om fienderymdskeppen landar. Jag har även gjort animationer för thrusters på fienderymdskeppen så att de ser lite mer levande ut.
På våran pre- beta, eller speltesting i måndags så fick vi […]

Blog week 4 – Branches
This week has been interesting… We’ve worked to make up for lost time and has as an result put in lots of things into the game on a short amount of time. My biggest problem starting this text was to choose wich one of the artefacts I should document, and while it’s not a big animation or anything this time, it has more to do with the process of its creation rather than how long it took to draw or […]

Blog week 4 – Branches
This week has been interesting… We’ve worked to make up for lost time and has as an result put in lots of things into the game on a short amount of time. My biggest problem starting this text was to choose wich one of the artefacts I should document, and while it’s not a big animation or anything this time, it has more to do with the process of its creation rather than how long it took to draw or […]

Game development week 4 – Power-ups
Although there is still a couple of animations left to do for the main character I thought that I might as well switch it up a bit and include some other types of assets for this week, just for the sake of variation. So among other things, I have been working on the sprites and animations for the different power-up pickups we have got in our game which are:
Power-shot (Red) – Arrow continues through the enemy and can hit other enemies.
Rain of […]

Game development week 4 – Power-ups
Although there is still a couple of animations left to do for the main character I thought that I might as well switch it up a bit and include some other types of assets for this week, just for the sake of variation. So among other things, I have been working on the sprites and animations for the different power-up pickups we have got in our game which are:
Power-shot (Red) – Arrow continues through the enemy and can hit other enemies.
Rain of […]

Blog #4
Tjena!
Beta presentationen närmar sig och våran grupp har jobbat intensivt under veckan för att få till alla features i spelet. Eftersom att jag har arbetat med rovfåglar under de senaste veckorna, så kommer jag att fortsätta trenden med att berätta lite om veckans arbete med örnens animation. För de som inte vet, så kommer örnen att vara den sista fiendetypen i spelet Trowl. Den här örnen kommer att vara lömsk och håller sig i toppen av skärmen, för att sedan […]

Blog #4
Tjena!
Beta presentationen närmar sig och våran grupp har jobbat intensivt under veckan för att få till alla features i spelet. Eftersom att jag har arbetat med rovfåglar under de senaste veckorna, så kommer jag att fortsätta trenden med att berätta lite om veckans arbete med örnens animation. För de som inte vet, så kommer örnen att vara den sista fiendetypen i spelet Trowl. Den här örnen kommer att vara lömsk och håller sig i toppen av skärmen, för att sedan […]

I’m hot cause I’m fly(ing)
Hi there, neighbor and welcome to yet another post about big bugs in space caves. Writing about animating bugs is slowly but surely becoming my jam, though in this post I will focus foremost on the design choices.
Honestly, this week has been somewhat uneventful. In order to spare you from reading all about how I messed around with SFX and played weird arcade games (for research purposes… well, sort of) I will instead write about something which I did most […]

I’m hot cause I’m fly(ing)
Hi there, neighbor and welcome to yet another post about big bugs in space caves. Writing about animating bugs is slowly but surely becoming my jam, though in this post I will focus foremost on the design choices.
Honestly, this week has been somewhat uneventful. In order to spare you from reading all about how I messed around with SFX and played weird arcade games (for research purposes… well, sort of) I will instead write about something which I did most […]

Blogg 4
Hallå bloggen!
Den här veckan har jag jobbat med animationen för när man aktiverar en power up’en Moonshine. Moonshine gör att alla fiender går långsammare lite som bullet time i Timespliters eller slow time i fable osv. Animationen är gjord för att skapa en indikation som är tydlig att du aktiverat din power up.
Jag har kollat på andra spel med liknande effekter och kollat hur det ser ut när du aktiverar dem i de spelen. Till exempel bullet time i “Timespliters” […]

Blogg 4
Hallå bloggen!
Den här veckan har jag jobbat med animationen för när man aktiverar en power up’en Moonshine. Moonshine gör att alla fiender går långsammare lite som bullet time i Timespliters eller slow time i fable osv. Animationen är gjord för att skapa en indikation som är tydlig att du aktiverat din power up.
Jag har kollat på andra spel med liknande effekter och kollat hur det ser ut när du aktiverar dem i de spelen. Till exempel bullet time i “Timespliters” […]