Browsing 'Graphics': Posts from Game Design and Graphics

Blog 4 Torsdag 03/3

Blog 4
Enemy 3 death
David Isaksson Grp.9
So here we go again with the death animation. After iterating our first version of our enemies due to not fulfilling our vision for the game, we have had to start all over with all the animations that we had for enemy 1, enemy 2 and enemy 3. We have done shooting and basic flying for all the enemies and this week we had to get the death animations done in order to make it […]

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Program: Graphics

Blog 4 Torsdag 03/3

Blog 4
Enemy 3 death
David Isaksson Grp.9
So here we go again with the death animation. After iterating our first version of our enemies due to not fulfilling our vision for the game, we have had to start all over with all the animations that we had for enemy 1, enemy 2 and enemy 3. We have done shooting and basic flying for all the enemies and this week we had to get the death animations done in order to make it […]

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Program: Graphics

Blog Post #4 – HUD

Hi! The Beta deadline is getting closer and our group is set on implementing all the assets needed. In this days post I am going to write about the process of making the HUD for Mermaid River. The elements that the group had decided should be in the HUD was:

Health bar
Air meter
Scoreboard
Power up (shows if a power up is activated)

Previously our HUD was built up by two rectangular bars for health, air and a scoreboard. A problem we had with […]

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Program: Graphics

Blog Post #4 – HUD

Hi! The Beta deadline is getting closer and our group is set on implementing all the assets needed. In this days post I am going to write about the process of making the HUD for Mermaid River. The elements that the group had decided should be in the HUD was:

Health bar
Air meter
Scoreboard
Power up (shows if a power up is activated)

Previously our HUD was built up by two rectangular bars for health, air and a scoreboard. A problem we had with […]

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Program: Graphics

Nihteana UV-Mapping

Before moving on to the rigging and skinning of Nihteana, the character I have been working on, I UV-mapped her. Doing this I encountered something which I have not before. Max just did not seem to want to relax the pieces properly, even though there should be no problem with the seams and all the pieces would just shrink and shrink until manually stopped.
 
Eventually I managed to get the pieces to where I wanted them but Max thought otherwise […]

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Program: Graphics

Nihteana UV-Mapping

Before moving on to the rigging and skinning of Nihteana, the character I have been working on, I UV-mapped her. Doing this I encountered something which I have not before. Max just did not seem to want to relax the pieces properly, even though there should be no problem with the seams and all the pieces would just shrink and shrink until manually stopped.
 
Eventually I managed to get the pieces to where I wanted them but Max thought otherwise […]

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Program: Graphics

Nasty Aliens – Mites

Kära läsare, idag ska jag tråka ut dig med ännu ett inlägg om min arbetsinsats för grupp 17 i vårt projekt: Planet Suburbia. Den här gången tänkte jag berätta om vår planets ultimata fiender och fräcka inkräktare, utomjordingar! Människorna i vår version av den framtida planeten Jorden kallar dessa utomjordingar för Mites (kvalster på svenska). Detta med hänvisning till deras kvalsterliknande och främmande utseende. Ingen vet egentligen deras egenvalda namn, ingen har nämligen brytt sig om att ta reda på […]

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Program: Graphics

Nasty Aliens – Mites

Kära läsare, idag ska jag tråka ut dig med ännu ett inlägg om min arbetsinsats för grupp 17 i vårt projekt: Planet Suburbia. Den här gången tänkte jag berätta om vår planets ultimata fiender och fräcka inkräktare, utomjordingar! Människorna i vår version av den framtida planeten Jorden kallar dessa utomjordingar för Mites (kvalster på svenska). Detta med hänvisning till deras kvalsterliknande och främmande utseende. Ingen vet egentligen deras egenvalda namn, ingen har nämligen brytt sig om att ta reda på […]

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Program: Graphics

Saraswati update

Over the past couple of weeks me, Emma and Kristofer have been working on bringing our character Saraswati to life. Kristofer and me have mostly been modeling, and Emma has been doing the animations.
Here is what she’s looking like now:

I quite like the way she’s turning out. I think we’ve managed to capture the concept art quite nicely. We are currently working on her animations, which will be a walk animation, two idle animations, one swim idle animation, one swim […]

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Program: Graphics

Saraswati update

Over the past couple of weeks me, Emma and Kristofer have been working on bringing our character Saraswati to life. Kristofer and me have mostly been modeling, and Emma has been doing the animations.
Here is what she’s looking like now:

I quite like the way she’s turning out. I think we’ve managed to capture the concept art quite nicely. We are currently working on her animations, which will be a walk animation, two idle animations, one swim idle animation, one swim […]

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Program: Graphics

Blog week #3

Hello, the third blog week is here!
During this week we have really made changes in the visual aspects of the game and I’m going to continue to talk about my work with the background.
This week started with a regular sprint meeting, where we sat down to set up our work schedule for the upcoming week. After it was finished we (the “graphic team”) discussed and created a color scheme appropriate to the vision we shared. It made a massive impact […]

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Program: Graphics

Blog week #3

Hello, the third blog week is here!
During this week we have really made changes in the visual aspects of the game and I’m going to continue to talk about my work with the background.
This week started with a regular sprint meeting, where we sat down to set up our work schedule for the upcoming week. After it was finished we (the “graphic team”) discussed and created a color scheme appropriate to the vision we shared. It made a massive impact […]

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Program: Graphics

MERMAID RIVER BLOG #3 – Deep Blue Sea

Hallå nästkommande läsare,
De två senaste veckorna har varit, minst sagt, stressiga till tusen! Vårt första speltest resulterade i en diskokub som förde, blinkandes, festen över en svart skärm. Vi insåg omedelbart efteråt en vecka innan vår alfatest att gasen var tvungen att sättas ända ner i golvet. Det hårda arbetet som pågick, från beckmörk natt till en sol i horisonten, resulterade i en lyckad alfapresentation. Vi i ”Team 4” kunde äntligen kunde fokusera inför vår beta som är nästa fredag!
Sen måndags den […]

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Program: Graphics

MERMAID RIVER BLOG #3 – Deep Blue Sea

Hallå nästkommande läsare,
De två senaste veckorna har varit, minst sagt, stressiga till tusen! Vårt första speltest resulterade i en diskokub som förde, blinkandes, festen över en svart skärm. Vi insåg omedelbart efteråt en vecka innan vår alfatest att gasen var tvungen att sättas ända ner i golvet. Det hårda arbetet som pågick, från beckmörk natt till en sol i horisonten, resulterade i en lyckad alfapresentation. Vi i ”Team 4” kunde äntligen kunde fokusera inför vår beta som är nästa fredag!
Sen måndags den […]

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Program: Graphics

The faces (or sprites) of death

It might be a little bit redundant at this point, but this week I worked on, you guessed it, yet more sprites. It is the third blog post in a row about sprites, and it’s quite hard to come up with anything new to write about, but here goes nothing.
Learning to animate is a steep climb. It is very hard when you start out, and once you get there, you might find, to your annoyance, an elevator at the top. […]

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Program: Graphics

The faces (or sprites) of death

It might be a little bit redundant at this point, but this week I worked on, you guessed it, yet more sprites. It is the third blog post in a row about sprites, and it’s quite hard to come up with anything new to write about, but here goes nothing.
Learning to animate is a steep climb. It is very hard when you start out, and once you get there, you might find, to your annoyance, an elevator at the top. […]

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Program: Graphics

Shinier stones

Another week gone by in what seems like the blink of an eye. It took a while, but I have now finally, blissfully, finished shading the set of stones needed. There is a small issue I have with the illustrating program I use where it turns transparent pixels into black pixels, which is a problem. Fortunately, one of my teammates uses the same program and knows how to fix it. She is going to show me how tomorrow, so that […]

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Program: Graphics

Shinier stones

Another week gone by in what seems like the blink of an eye. It took a while, but I have now finally, blissfully, finished shading the set of stones needed. There is a small issue I have with the illustrating program I use where it turns transparent pixels into black pixels, which is a problem. Fortunately, one of my teammates uses the same program and knows how to fix it. She is going to show me how tomorrow, so that […]

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Program: Graphics

Space shooter Third week 2/25

This week I have spent with working mainly on sound effects for our avatar, the hovercraft. Besides that I have also worked on making tile variations.
I have been more successful this week than any other week so far on the project. This week I can actually claimed to have contributed to the game. I got help from Peter in my group and managed to solve a lot of Issues that I have had for long. I also decided to ditch […]

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Program: Graphics

Space shooter Third week 2/25

This week I have spent with working mainly on sound effects for our avatar, the hovercraft. Besides that I have also worked on making tile variations.
I have been more successful this week than any other week so far on the project. This week I can actually claimed to have contributed to the game. I got help from Peter in my group and managed to solve a lot of Issues that I have had for long. I also decided to ditch […]

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Program: Graphics

Splosion in motion

Flight of the Giraffa – Update 3
So for my third post I’m going to talk about an animation I’ve created during this week. This animation didn’t actually take as much time as the one I wrote about in my first update, even thou it’s a little more complex. Probably because this time around I had gotten used to using the frame animation in Photoshop. The entire process for this artifact took me about 7 hours, which is about the time […]

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Program: Graphics

Splosion in motion

Flight of the Giraffa – Update 3
So for my third post I’m going to talk about an animation I’ve created during this week. This animation didn’t actually take as much time as the one I wrote about in my first update, even thou it’s a little more complex. Probably because this time around I had gotten used to using the frame animation in Photoshop. The entire process for this artifact took me about 7 hours, which is about the time […]

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Program: Graphics

Week 5

This week we have focused on making tiles, reusable assets. We figured out that instead of making huge chunks of art, we could draw individual reusable objects. These ”tiles” feels a bit more static but gives us new advantages:

It’s easier to build smart level design when you don’t need to make an entirely new painting every time you come up with something. The level designers can put a level together like Legos.

 

You can put a lot more detail and precision […]

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Program: Graphics

Week 5

This week we have focused on making tiles, reusable assets. We figured out that instead of making huge chunks of art, we could draw individual reusable objects. These ”tiles” feels a bit more static but gives us new advantages:

It’s easier to build smart level design when you don’t need to make an entirely new painting every time you come up with something. The level designers can put a level together like Legos.

 

You can put a lot more detail and precision […]

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Program: Graphics