Browsing 'Graphics': Posts from Game Design and Graphics

#4 Update spaceshooter
The Beta version off the game is here and that means that we are no longer allowed to add any more assets, which means even less for the graphics team to do these coming weeks.
So for this week I’m currently working on (since of this time of writing it is not yet finished) something that might not make it in to the game, that would be an opening cut scene. Well if it won’t make it in to the game […]

#4 Update spaceshooter
The Beta version off the game is here and that means that we are no longer allowed to add any more assets, which means even less for the graphics team to do these coming weeks.
So for this week I’m currently working on (since of this time of writing it is not yet finished) something that might not make it in to the game, that would be an opening cut scene. Well if it won’t make it in to the game […]

Blog week four: The battleground
Hello and welcome!
So, the beta deadline for our space shooter game is just a few days away. The team is scrambling to get everything into the game. We have been a bit too ambitious and overestimated our abilites quite severely. We realized there was absolutely no way we would get everything done in time. As a result, the last few weeks has consisted of cutting things from the game. This includes enemies, levels and several planned engine features ( parallax […]

Blog week four: The battleground
Hello and welcome!
So, the beta deadline for our space shooter game is just a few days away. The team is scrambling to get everything into the game. We have been a bit too ambitious and overestimated our abilites quite severely. We realized there was absolutely no way we would get everything done in time. As a result, the last few weeks has consisted of cutting things from the game. This includes enemies, levels and several planned engine features ( parallax […]

Week 4 – Crash
This week I have been tasked with making the visuals for the ‘game over’ screen. The ‘game over’ screen is the screen that appears when the player loses the game in any way, it is not the screen that appears when the player has won the game. It is a screen that will tell the player that she has lost and that her options are to go back to main menu, quit, or to restart. When the player dies in […]

Week 4 – Crash
This week I have been tasked with making the visuals for the ‘game over’ screen. The ‘game over’ screen is the screen that appears when the player loses the game in any way, it is not the screen that appears when the player has won the game. It is a screen that will tell the player that she has lost and that her options are to go back to main menu, quit, or to restart. When the player dies in […]

2016-03-03
Denna vecka har bestått av en Madeleine i virrvarr och sjukdom. Har varit hängig, haft ont i huvudet i omgångar och halsont som började igår. Men detta är saker som händer och inget som egentligen borde spegla av sig på hur mycket jag arbetar, tycker åtminstone jag. Mår nämligen väldigt dåligt av att vara sjuk (nähä?), egentligen mest psykiskt över att jag inte kommer få något gjort och göra så att vi hamnar efter. Om man ser det från den positiva […]

2016-03-03
Denna vecka har bestått av en Madeleine i virrvarr och sjukdom. Har varit hängig, haft ont i huvudet i omgångar och halsont som började igår. Men detta är saker som händer och inget som egentligen borde spegla av sig på hur mycket jag arbetar, tycker åtminstone jag. Mår nämligen väldigt dåligt av att vara sjuk (nähä?), egentligen mest psykiskt över att jag inte kommer få något gjort och göra så att vi hamnar efter. Om man ser det från den positiva […]

Potato pirates; Forth Update
It is time for the fourth blogpost! Last week, i wrote that we had to redesign the map, the game level because it did not fit our design for the enemies and the avatar plane. They didn’t look like they came from the same world which was a major flaw. In addition, i explained the problems i encountered and what my goal was with the map. My main goal with the map was to make sure it looked like a […]

Potato pirates; Forth Update
It is time for the fourth blogpost! Last week, i wrote that we had to redesign the map, the game level because it did not fit our design for the enemies and the avatar plane. They didn’t look like they came from the same world which was a major flaw. In addition, i explained the problems i encountered and what my goal was with the map. My main goal with the map was to make sure it looked like a […]

Spelutveckling Blogg 4
Förra veckan så gjorde jag animationer som lämpade sig att göra med hjälp av After Effects. Så som bilen och kanonen som den drar runt på.
Men all är inte optimalt att göra på det här sättet och kräver lite mer ”hands on” genom att teckna varje bild i sekvensen för sig. Saker som kan behöva denna behandling är sånt som har mera av en organisk känsla. Typ vätskor, djur eller i det här fallet explosioner.
Så den här veckan ska jag […]

Spelutveckling Blogg 4
Förra veckan så gjorde jag animationer som lämpade sig att göra med hjälp av After Effects. Så som bilen och kanonen som den drar runt på.
Men all är inte optimalt att göra på det här sättet och kräver lite mer ”hands on” genom att teckna varje bild i sekvensen för sig. Saker som kan behöva denna behandling är sånt som har mera av en organisk känsla. Typ vätskor, djur eller i det här fallet explosioner.
Så den här veckan ska jag […]

Spelutveckling Blogg 4
Förra veckan så gjorde jag animationer som lämpade sig att göra med hjälp av After Effects. Så som bilen och kanonen som den drar runt på.
Men all är inte optimalt att göra på det här sättet och kräver lite mer ”hands on” genom att teckna varje bild i sekvensen för sig. Saker som kan behöva denna behandling är sånt som har mera av en organisk känsla. Typ vätskor, djur eller i det här fallet explosioner.
Så den här veckan ska jag […]

Spelutveckling Blogg 4
Förra veckan så gjorde jag animationer som lämpade sig att göra med hjälp av After Effects. Så som bilen och kanonen som den drar runt på.
Men all är inte optimalt att göra på det här sättet och kräver lite mer ”hands on” genom att teckna varje bild i sekvensen för sig. Saker som kan behöva denna behandling är sånt som har mera av en organisk känsla. Typ vätskor, djur eller i det här fallet explosioner.
Så den här veckan ska jag […]

Blog week 4 -Polish everything!
The fourth blog week has started, which means that the Beta deadline is dangerously close. There have not been many hours of sleep this week for many of our team members that’s for sure.
Since it’s the Beta deadline, that means that our game has to be feature complete! All our assets has to be done and implemented by Monday. Therefore, at the beginning of this week our entire group sat down together and went through our product backlog to make […]

Blog week 4 -Polish everything!
The fourth blog week has started, which means that the Beta deadline is dangerously close. There have not been many hours of sleep this week for many of our team members that’s for sure.
Since it’s the Beta deadline, that means that our game has to be feature complete! All our assets has to be done and implemented by Monday. Therefore, at the beginning of this week our entire group sat down together and went through our product backlog to make […]

Revised Death Animation-Week 6
Last week (or wat it the week before, I can’t really recall) we decided to redo our player avatar, the Hovercraft. In so doing I remade most animations for it, except the death animation, so that is what I chiefly focused on this week.
I could I have used the old one and just put it ontop of our new Hovercraft, but since I do not seem to have the gift of foresight I had not put the old Hovercraft on […]

Revised Death Animation-Week 6
Last week (or wat it the week before, I can’t really recall) we decided to redo our player avatar, the Hovercraft. In so doing I remade most animations for it, except the death animation, so that is what I chiefly focused on this week.
I could I have used the old one and just put it ontop of our new Hovercraft, but since I do not seem to have the gift of foresight I had not put the old Hovercraft on […]

Week 4 – Apocalypse
This week I have been working on making the game feel more lika an apocalypse. The previous backgrounds I have made are very colorful and doesn’t give the impression that you are in an apocalypse. Even though it’s suppose to be more of a normal looking block in the beginning of the game it was time to make it look more apocalyptic. Because the feeling of the game should be done by the Beta it was crucial that the background […]

Week 4 – Apocalypse
This week I have been working on making the game feel more lika an apocalypse. The previous backgrounds I have made are very colorful and doesn’t give the impression that you are in an apocalypse. Even though it’s suppose to be more of a normal looking block in the beginning of the game it was time to make it look more apocalyptic. Because the feeling of the game should be done by the Beta it was crucial that the background […]

Finishing touches on the GUI
Alright, the week before the Beta is here, which means the week where you have to actually finish up all the small things like bullet effects, loading bars effect and things like that. But I also had to finish the GUI, something I’ve worked on quite much and something that we have remade and rethought a lot during the project. Finally we have a leaderboard, a mainmenu, a paus menu and a character screen.
The main menu itself didn’t get […]

Finishing touches on the GUI
Alright, the week before the Beta is here, which means the week where you have to actually finish up all the small things like bullet effects, loading bars effect and things like that. But I also had to finish the GUI, something I’ve worked on quite much and something that we have remade and rethought a lot during the project. Finally we have a leaderboard, a mainmenu, a paus menu and a character screen.
The main menu itself didn’t get […]

Powerup Projectiles
Hello everyone! This week I will talk about two different assets I created for the game. I am aware I should only write about one artefact, but these assets were created basically at the same time, therefore I will talk about them both.
Here are the two assets I created:
First out is a projectile for the EMP powerup. This projectile is shot out of the main cannon and after a short travel time it explodes, creating a massive shockwave. Since the […]

Powerup Projectiles
Hello everyone! This week I will talk about two different assets I created for the game. I am aware I should only write about one artefact, but these assets were created basically at the same time, therefore I will talk about them both.
Here are the two assets I created:
First out is a projectile for the EMP powerup. This projectile is shot out of the main cannon and after a short travel time it explodes, creating a massive shockwave. Since the […]