Browsing 'Graphics': Posts from Game Design and Graphics

Week 2 – Death Animation
This week we have had a ton of stuff to do because the Alpha presentation day is approaching! I have had my hands full with different tasks but in this post I am going to talk to you about the artifact I focused on the most: the earth enemy’s death animation. The earth enemy is going to appear in the Alpha which we are presenting on Friday so I wanted to put all my focus on working on the most important […]

Week 2 – Death Animation
This week we have had a ton of stuff to do because the Alpha presentation day is approaching! I have had my hands full with different tasks but in this post I am going to talk to you about the artifact I focused on the most: the earth enemy’s death animation. The earth enemy is going to appear in the Alpha which we are presenting on Friday so I wanted to put all my focus on working on the most important […]

Blog Week #2
Alright, it’s Thursday again and time for a new update!
This week started with a busy Monday, where we for the first time had the chance to set up our game for playtesting. It was an experience I can tell. Big thanks to everyone who played our pre-alpha and gave us invaluable feedback, it’s been really helpful!
To try make things clear from my last post, where I might have explained everything about the tiles in a very messy way – apologies […]

Blog Week #2
Alright, it’s Thursday again and time for a new update!
This week started with a busy Monday, where we for the first time had the chance to set up our game for playtesting. It was an experience I can tell. Big thanks to everyone who played our pre-alpha and gave us invaluable feedback, it’s been really helpful!
To try make things clear from my last post, where I might have explained everything about the tiles in a very messy way – apologies […]

Game Development – 2nd Blog Entry
Hello again, every one!
I’m back again this week to tell you about the progress we’ve been making in our school project.
I’m Peo Johansson and I’m studying video game design and graphics at Uppsala University – Campus Gotland. I’m currently a part of a six-member team undertaking a school assignment.
You can read about what the specifics of said project in the first blog entry.
Now then, onto the detailing of last week’s work!
One of the artifacts that I worked on last week […]

Game Development – 2nd Blog Entry
Hello again, every one!
I’m back again this week to tell you about the progress we’ve been making in our school project.
I’m Peo Johansson and I’m studying video game design and graphics at Uppsala University – Campus Gotland. I’m currently a part of a six-member team undertaking a school assignment.
You can read about what the specifics of said project in the first blog entry.
Now then, onto the detailing of last week’s work!
One of the artifacts that I worked on last week […]

Hoomans!
Hoot hoot goes the owl mother while trying to dodge the vast array of items the passengers throw at her in panic.
This week I have been working on passengers inside our train for our game Trowl. I have chosen a 60×120 pixel count for all the humans. They are all in a sitting pose, which later on the project I am going to animate their reactions to the owl (I hope fine brothers does not sue me). The reaction the […]

Hoomans!
Hoot hoot goes the owl mother while trying to dodge the vast array of items the passengers throw at her in panic.
This week I have been working on passengers inside our train for our game Trowl. I have chosen a 60×120 pixel count for all the humans. They are all in a sitting pose, which later on the project I am going to animate their reactions to the owl (I hope fine brothers does not sue me). The reaction the […]

post nr 2# – captain take damage
Hi again!
Today I will tell you about another keyframe i made for Mermaid river. An important part of a game is those part that gives the player information. The signals that tell you if you’re doing something right or wrong. The keyframe I’ve made is for the animation that is shown in Mermaid river as you take damage.
The animation should tell the player that the avatar got hurt by an action. It is important that the player sees this animation […]

post nr 2# – captain take damage
Hi again!
Today I will tell you about another keyframe i made for Mermaid river. An important part of a game is those part that gives the player information. The signals that tell you if you’re doing something right or wrong. The keyframe I’ve made is for the animation that is shown in Mermaid river as you take damage.
The animation should tell the player that the avatar got hurt by an action. It is important that the player sees this animation […]

Week 2 – Game Background, part 2
This week I have been working on improving our background for the game. Last week we had our first version of the background but we soon noticed that the background made the game feel very fast and enhanced. It was hard to make the avatar match the background and the game-area felt very short. If the avatars was in scale with the background they became to big and there was no room for the avatars to avoid the incoming enemies. […]

Week 2 – Game Background, part 2
This week I have been working on improving our background for the game. Last week we had our first version of the background but we soon noticed that the background made the game feel very fast and enhanced. It was hard to make the avatar match the background and the game-area felt very short. If the avatars was in scale with the background they became to big and there was no room for the avatars to avoid the incoming enemies. […]

Blog Week Two: Shots were fired.
So this week, in preparation for our alpha presentation, I wanted to make a few sound effects. As you may or may not know, audio feedback is a big part of making a game feel right. It turns out the sounds might not be in the game for the presentation. However, I wanted to get started early on with some sounds to avoid it being a last minute addition. This week, I will focus on the rifle sound I created.
I started by looking through […]

Blog Week Two: Shots were fired.
So this week, in preparation for our alpha presentation, I wanted to make a few sound effects. As you may or may not know, audio feedback is a big part of making a game feel right. It turns out the sounds might not be in the game for the presentation. However, I wanted to get started early on with some sounds to avoid it being a last minute addition. This week, I will focus on the rifle sound I created.
I started by looking through […]

2# Update spaceshooter
As the the alpha approaches the graphical assignments for it get’s spread thinner and thinner. so for this week i started work on assets that we might get to use later on in the project, we do like to plan ahead.
These Posters will work as two different types of high score screens. The one on the left is for a player victory and the one on the right is for player loss.The players score willed be placed where the […]

2# Update spaceshooter
As the the alpha approaches the graphical assignments for it get’s spread thinner and thinner. so for this week i started work on assets that we might get to use later on in the project, we do like to plan ahead.
These Posters will work as two different types of high score screens. The one on the left is for a player victory and the one on the right is for player loss.The players score willed be placed where the […]

Creating a seamless background
Flight of the Giraffa – Update 2
Yet another week has flown by, and even more assets have been implemented in to the game. This week I had to create a background for our game. We wanted the game to have a scrolling background so that the player will feel the movement when flying through space.
When creating the background for the game, there were a few things I had to keep in mind. Firstly, the game takes place in space. So […]

Creating a seamless background
Flight of the Giraffa – Update 2
Yet another week has flown by, and even more assets have been implemented in to the game. This week I had to create a background for our game. We wanted the game to have a scrolling background so that the player will feel the movement when flying through space.
When creating the background for the game, there were a few things I had to keep in mind. Firstly, the game takes place in space. So […]

Creating a seamless background
Flight of the Giraffa – Update 2
Yet another week has flown by, and even more assets have been implemented in to the game. This week I had to create a background for our game. We wanted the game to have a scrolling background so that the player will feel the movement when flying through space.
When creating the background for the game, there were a few things I had to keep in mind. Firstly, the game takes place in space. So […]

Creating a seamless background
Flight of the Giraffa – Update 2
Yet another week has flown by, and even more assets have been implemented in to the game. This week I had to create a background for our game. We wanted the game to have a scrolling background so that the player will feel the movement when flying through space.
When creating the background for the game, there were a few things I had to keep in mind. Firstly, the game takes place in space. So […]

Blog Week 2: Attack Animation
Recently I’ve been working on the boss’s attack animation, this proved to have quite a few challenges.
But first it might be better to give a brief explanation why the appearance of the boss has changed slightly compared to the one on last week’s post. It was pointed out that the styles clashed when comparing the sprites next to each other, this needed to be fixed so some time was lost when doing that as I had to remake the sprite […]

Blog Week 2: Attack Animation
Recently I’ve been working on the boss’s attack animation, this proved to have quite a few challenges.
But first it might be better to give a brief explanation why the appearance of the boss has changed slightly compared to the one on last week’s post. It was pointed out that the styles clashed when comparing the sprites next to each other, this needed to be fixed so some time was lost when doing that as I had to remake the sprite […]

Spelutveckling vecka 4
Så föregående vecka bestod av att animera vår karaktär och när han springer, vilket jag hade hunnit påbörja till en viss del. Men eftersom det var första gången jag animerar någonsin (förutom alla post-it lappar man kladdat på) så var det inte lätt. Animeringen skulle alltså bestå av vår huvudkaraktär Captain Skip Legday. Där tanken är att när han simmar närmre havsbotten så ska han ändra animation till en spring animation. Hela tanken med detta är att det ska ytterligare […]

Spelutveckling vecka 4
Så föregående vecka bestod av att animera vår karaktär och när han springer, vilket jag hade hunnit påbörja till en viss del. Men eftersom det var första gången jag animerar någonsin (förutom alla post-it lappar man kladdat på) så var det inte lätt. Animeringen skulle alltså bestå av vår huvudkaraktär Captain Skip Legday. Där tanken är att när han simmar närmre havsbotten så ska han ändra animation till en spring animation. Hela tanken med detta är att det ska ytterligare […]