Browsing 'Graphics': Posts from Game Design and 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 […]

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 […]

Week 3 – Attack Animation
This week started by discussing the things we needed for the Beta. After Alpha, I realized that I have to start making the two other enemies for our game as soon as possible. We have three different types of enemies: charger, beamer and shooter. The enemy I had already made was the charger enemy, so now it was time to start working on the shooter. More specifically, start working on the attack animation.
To begin with, I am going to explain […]

Week 3 – Attack Animation
This week started by discussing the things we needed for the Beta. After Alpha, I realized that I have to start making the two other enemies for our game as soon as possible. We have three different types of enemies: charger, beamer and shooter. The enemy I had already made was the charger enemy, so now it was time to start working on the shooter. More specifically, start working on the attack animation.
To begin with, I am going to explain […]

Blog post #3 – Music
HI! Last week I started the creation of sound and music for the game Mermaid river. Making game audio is something that I think is interesting but that I lack knowledge of, so it felt exciting to address this task at last. In this post I’m going to talk about the music that I’ve made.
Mermaid river is a game with a pirate theme, so when I made the music I wanted it to stay within the frames of the theme. […]

Blog post #3 – Music
HI! Last week I started the creation of sound and music for the game Mermaid river. Making game audio is something that I think is interesting but that I lack knowledge of, so it felt exciting to address this task at last. In this post I’m going to talk about the music that I’ve made.
Mermaid river is a game with a pirate theme, so when I made the music I wanted it to stay within the frames of the theme. […]

Menu Visuals
This week I worked on implementing the menu visuals from the menu concepts for Colossus Core.
When I made the menu concepts a couple of weeks ago I had the engine implementation in mind. I made sure to use a flat design on all menu items as I had the idea to use blending modes to mask them. I do this simply to avoid using any mask shaders as they have to my previous experinces been a pain to work with. […]

Menu Visuals
This week I worked on implementing the menu visuals from the menu concepts for Colossus Core.
When I made the menu concepts a couple of weeks ago I had the engine implementation in mind. I made sure to use a flat design on all menu items as I had the idea to use blending modes to mask them. I do this simply to avoid using any mask shaders as they have to my previous experinces been a pain to work with. […]

Inlägg #3 Star Wars-inspiration
Hej, bloggen!
Ännu en vecka har gått och arbetet går framåt. Denna veckan tänkte jag prata om animation. Jag har gjort några stycken vid det här laget och jag tänkte visa en som återkopplar till förra veckans ämne, nämligen spelarens in-game chef som kommer in som en svävande projektion och säga saker, lite som i Star Wars. Jag lade in den tilltänkta bakgrunden för att tydliggöra hur det kommer se ut i spelet.
Syftet med chefen är att han ska hjälpa spelaren […]

Inlägg #3 Star Wars-inspiration
Hej, bloggen!
Ännu en vecka har gått och arbetet går framåt. Denna veckan tänkte jag prata om animation. Jag har gjort några stycken vid det här laget och jag tänkte visa en som återkopplar till förra veckans ämne, nämligen spelarens in-game chef som kommer in som en svävande projektion och säga saker, lite som i Star Wars. Jag lade in den tilltänkta bakgrunden för att tydliggöra hur det kommer se ut i spelet.
Syftet med chefen är att han ska hjälpa spelaren […]

Game development week 3 – More Sprites
This week I have gone back to making sprite animations. One of which was the damage animation for our main character so it wouldn’t look so stale when an enemy would hit it or took damage in some other way. However this time, I chose to work in Aseprite since it has worked better than Photoshop since I first started using it. Naturally, the first thing I did was to figure out how the character would look like when taking damage. […]

Game development week 3 – More Sprites
This week I have gone back to making sprite animations. One of which was the damage animation for our main character so it wouldn’t look so stale when an enemy would hit it or took damage in some other way. However this time, I chose to work in Aseprite since it has worked better than Photoshop since I first started using it. Naturally, the first thing I did was to figure out how the character would look like when taking damage. […]

Vecka 5 – Hp animation
Hallå där!
Den här veckan har man bara suttit med att rita om saker, så fast man har arbetat på spelet så känns det som om man inte har kommit längre. Måndagen började med att vi grafiker gjorde en style guide där vi skrev ner exakt hur vi ska rita så att grafiken blir mer enhetlig i spelet. Vi insåg att det är väldigt mycket vi måste rita om och så måste alla animationer göras om… Detta borde vi ha gjort […]

Vecka 5 – Hp animation
Hallå där!
Den här veckan har man bara suttit med att rita om saker, så fast man har arbetat på spelet så känns det som om man inte har kommit längre. Måndagen började med att vi grafiker gjorde en style guide där vi skrev ner exakt hur vi ska rita så att grafiken blir mer enhetlig i spelet. Vi insåg att det är väldigt mycket vi måste rita om och så måste alla animationer göras om… Detta borde vi ha gjort […]

Group 4 – Mermaid River Blog Post #3
Hello again!
So, yeah, I have not had too much work done this week unfortunately. This has been due to sickness and the like. But enough about that, onto what has been happening as of late.
So after a successful alpha build we have now moved onto work for the Beta build. Originally we had planned to have more things in the game, such as a regular pick up that does not affect the player like with a power up. This is […]

Group 4 – Mermaid River Blog Post #3
Hello again!
So, yeah, I have not had too much work done this week unfortunately. This has been due to sickness and the like. But enough about that, onto what has been happening as of late.
So after a successful alpha build we have now moved onto work for the Beta build. Originally we had planned to have more things in the game, such as a regular pick up that does not affect the player like with a power up. This is […]

Tredje blogginlägget
Hej hej, dags för det tredje blogginlägget då.
Den här veckan har jag varit sjuk och haft extremt lite energi för att göra nåt alls. Men jag har bland annat lyckats göra en animation till ett av våra fienderymdskepp för vårat spel Planet Suburbia.
Som med SpaceX obemannade raketer som kan landa upprätta med hjälp raketbooster/ thruster/ afterburners vad man nu vill kalla det, så ska även detta rymdskepp kunna landa mjukt. Eftersom att det är hus som används som rymdskepp.
Jag började […]

Tredje blogginlägget
Hej hej, dags för det tredje blogginlägget då.
Den här veckan har jag varit sjuk och haft extremt lite energi för att göra nåt alls. Men jag har bland annat lyckats göra en animation till ett av våra fienderymdskepp för vårat spel Planet Suburbia.
Som med SpaceX obemannade raketer som kan landa upprätta med hjälp raketbooster/ thruster/ afterburners vad man nu vill kalla det, så ska även detta rymdskepp kunna landa mjukt. Eftersom att det är hus som används som rymdskepp.
Jag började […]

Week 3
Tja tja bloggen!
Jag och min grupp arbetar med ett spel som heter Planet Suburbia. I spelet så kontrollerar du en stor kanon vars mål är att skjuta ner inkommande alien skepp (fiender). Du måste som spelare skydda flera olika sektorer och förhindra fienderna från att komma till planeten.
Under Alphan som var så fick vi kritik på att vår avatar (kanonen spelaren styr) var väldigt tråkig. Den hade mörka tråkiga färger när allt annat i spelet är ganska färgglatt. Man ville […]

Week 3
Tja tja bloggen!
Jag och min grupp arbetar med ett spel som heter Planet Suburbia. I spelet så kontrollerar du en stor kanon vars mål är att skjuta ner inkommande alien skepp (fiender). Du måste som spelare skydda flera olika sektorer och förhindra fienderna från att komma till planeten.
Under Alphan som var så fick vi kritik på att vår avatar (kanonen spelaren styr) var väldigt tråkig. Den hade mörka tråkiga färger när allt annat i spelet är ganska färgglatt. Man ville […]

Falcon part 2
Hi guys!
So this week I have continued to work with my enemy animations and I have also animated our power up icon animation. But in this post I will be writing about the falcon enemy type animation, which is finally (!!) done and I am halfway done with the next one.
In last week’s post I wrote about the struggles I had whilst working in Adobe Animate. I could not get the wings to bend properly and I briefly tried to […]

Falcon part 2
Hi guys!
So this week I have continued to work with my enemy animations and I have also animated our power up icon animation. But in this post I will be writing about the falcon enemy type animation, which is finally (!!) done and I am halfway done with the next one.
In last week’s post I wrote about the struggles I had whilst working in Adobe Animate. I could not get the wings to bend properly and I briefly tried to […]

Week 3 of Game Development reflections, Mayhem and Destruction!
We are now done with our Alpha, and we will now start our first week of Beta. This mean that we are one step closer to a finished product guys! Yaaay!! Five weeks into the course, things are going pretty well, at least here on the graphical art side of things. So now I’m once again writing my weekly reflection for a chosen artifact, third in a row. This week’s chosen artifact is destruction and mayhem (more precisely the death/destruction […]

Week 3 of Game Development reflections, Mayhem and Destruction!
We are now done with our Alpha, and we will now start our first week of Beta. This mean that we are one step closer to a finished product guys! Yaaay!! Five weeks into the course, things are going pretty well, at least here on the graphical art side of things. So now I’m once again writing my weekly reflection for a chosen artifact, third in a row. This week’s chosen artifact is destruction and mayhem (more precisely the death/destruction […]