Browsing 'Graphics': Posts from Game Design and Graphics
Scrum and how it has affected Umibozu game and my own development
Scrum, simply described is the idea of making a list of what needs to be done (product backlog),, have teammates pick their tasks from this list (sprint planning and sprint backlog) and then perform them during a period of time called a sprint, the time of that sprint can vary, but is usually longer than a week, but a week is what we have been working with (and has been working well, I would say). At the end of this […]
Scrum and how it has affected Umibozu game and my own development
Scrum, simply described is the idea of making a list of what needs to be done (product backlog),, have teammates pick their tasks from this list (sprint planning and sprint backlog) and then perform them during a period of time called a sprint, the time of that sprint can vary, but is usually longer than a week, but a week is what we have been working with (and has been working well, I would say). At the end of this […]
Feedback 2
Feedback on: https://gd2developmentas.wordpress.com/2018/02/15/blog2/comment-page-1/#comment-6
Nice boat!
I like that you and you group seem to be dedicated to keep the game and it´s assets anchored in reality, and you focus a lot on not wanting to have anachronism and such in the game. You explain your aesthetic goal of the boat clearly and you execute that aesthetic well in regards to the boat. You explain the aspects of the boat and show them well, such as the more industrialised version and the lamps for […]
Feedback 2
Feedback on: https://gd2developmentas.wordpress.com/2018/02/15/blog2/comment-page-1/#comment-6
Nice boat!
I like that you and you group seem to be dedicated to keep the game and it´s assets anchored in reality, and you focus a lot on not wanting to have anachronism and such in the game. You explain your aesthetic goal of the boat clearly and you execute that aesthetic well in regards to the boat. You explain the aspects of the boat and show them well, such as the more industrialised version and the lamps for […]
Health and Oil packages
The original placeholders and the idea to first have in the game as assets where barrels, that would fit the nautical setting and aesthetic, and to have these barrels color coded with details of blue and red to correlate with the two bars for health and oil on the GUI. This idea changed rapidly, since we decided the barrels would look too alike to each other and too hard to spot. Instead they were given a bit different shapes to […]
Health and Oil packages
The original placeholders and the idea to first have in the game as assets where barrels, that would fit the nautical setting and aesthetic, and to have these barrels color coded with details of blue and red to correlate with the two bars for health and oil on the GUI. This idea changed rapidly, since we decided the barrels would look too alike to each other and too hard to spot. Instead they were given a bit different shapes to […]
Feedback 1
Feedback on: https://limegamedevelopment.wordpress.com/2018/02/07/forsta-blogginlagget/
Nice harpoon and canon! Thematically they fit very well together, and the general aesthetic is coherent. Would have liked it if you talked a little bit about the colour theory and colour decisions for the game, right now it seems like the harpoon is a neutral grey while the canon is a warmer grey, the canon also has rust spots, and I wonder if there is a thought behind not giving the harpoon these rust spots and the same […]
Feedback 1
Feedback on: https://limegamedevelopment.wordpress.com/2018/02/07/forsta-blogginlagget/
Nice harpoon and canon! Thematically they fit very well together, and the general aesthetic is coherent. Would have liked it if you talked a little bit about the colour theory and colour decisions for the game, right now it seems like the harpoon is a neutral grey while the canon is a warmer grey, the canon also has rust spots, and I wonder if there is a thought behind not giving the harpoon these rust spots and the same […]
Comment #4: Ellen Wetterholm
https://buriburifarm.wordpress.com/2018/03/01/animation-cycles/
Hej!
Reading your posts feels like being part of whatever you are doing, they make the reader feel like going through the same troubles along the process as you do, which makes them become more active, rather than just a passive reader or a responsible and conscious Graphics minor reading this because they must. It also feels very relatable because, as you have already touched on, we are all amateur designers and we are continuously seeking ways and methods to […]
Comment #4: Ellen Wetterholm
https://buriburifarm.wordpress.com/2018/03/01/animation-cycles/
Hej!
Reading your posts feels like being part of whatever you are doing, they make the reader feel like going through the same troubles along the process as you do, which makes them become more active, rather than just a passive reader or a responsible and conscious Graphics minor reading this because they must. It also feels very relatable because, as you have already touched on, we are all amateur designers and we are continuously seeking ways and methods to […]
Blog comment #1 Ellen
https://buriburifarm.wordpress.com/2018/02/08/official-post-1-pixel-art/
It’s a very concrete introduction to pixel art.
The reasoning for why you chose to do pixel art is easy to follow and has real thought put into it. The section might be little short, but since it’s clear why you chose to this style, coupled with an evaluation of risk further down the text I don’t think there really needs to be more of an explenation.
A bit more risk assessment could have been nice to see – discussing […]
Blog comment #1 Ellen
https://buriburifarm.wordpress.com/2018/02/08/official-post-1-pixel-art/
It’s a very concrete introduction to pixel art.
The reasoning for why you chose to do pixel art is easy to follow and has real thought put into it. The section might be little short, but since it’s clear why you chose to this style, coupled with an evaluation of risk further down the text I don’t think there really needs to be more of an explenation.
A bit more risk assessment could have been nice to see – discussing […]
Blog comment #4 johan
https://fallberggraphics.wordpress.com/2018/02/28/blog-4-sound-introduction/comment-page-1/#comment-13
Greetings Johan.
This blogpost has huge thing going for it – and that is that it’s a really great introduction. I quickly get an overview of what programs you’ve been using, why and how you’ve been using them, without bogging me down with too much details. It is however also those details I’m missing. You mentioned that this week has been your introduction to these programs , have the process of getting used to them gone smoothly? Have […]
Blog comment #4 johan
https://fallberggraphics.wordpress.com/2018/02/28/blog-4-sound-introduction/comment-page-1/#comment-13
Greetings Johan.
This blogpost has huge thing going for it – and that is that it’s a really great introduction. I quickly get an overview of what programs you’ve been using, why and how you’ve been using them, without bogging me down with too much details. It is however also those details I’m missing. You mentioned that this week has been your introduction to these programs , have the process of getting used to them gone smoothly? Have […]
Blog 4: Comment
Hi!
First of I must say that you managed to make some cool animations! I found your blog post to be very informative and well written.
I found it clear what the whole post is about and in this case, it is about the “sky tangler” and from what I can see it is a very cute enemy that will be using range attacks to take down the player. I love the design, maybe a bit to basic but that is maybe […]
Blog 4: Comment
Hi!
First of I must say that you managed to make some cool animations! I found your blog post to be very informative and well written.
I found it clear what the whole post is about and in this case, it is about the “sky tangler” and from what I can see it is a very cute enemy that will be using range attacks to take down the player. I love the design, maybe a bit to basic but that is maybe […]
Comment Archives: Week #4 – Benjamin Harbakk, Team Ettin
I found your post very informative. You clearly know what you are doing went it comes to sprites and Unity.
If I do have a problem though, it’s that your post comes across as very dry to me. It does not feel like there is any ‘you’ in here, if that’s makes sense. Without ‘you,’ this just looks like a “How to use the Animator in Unity,” and if I wanted to know about that, I would look elsewhere. Though to […]
Comment Archives: Week #4 – Benjamin Harbakk, Team Ettin
I found your post very informative. You clearly know what you are doing went it comes to sprites and Unity.
If I do have a problem though, it’s that your post comes across as very dry to me. It does not feel like there is any ‘you’ in here, if that’s makes sense. Without ‘you,’ this just looks like a “How to use the Animator in Unity,” and if I wanted to know about that, I would look elsewhere. Though to […]
Project Aetherial Blog Five
Introduction
The BETA is now behind us and we are starting to see the ocean at the end of the lane, as we rush toward the final gold version of the game. This week’s blog will dive into the subject of playtesting and how those sessions have come to influence our game development.
Personally, I will look at it from an artistic point of view and describe two items, one which I changed due to playtesting feedback, and one art asset which […]
Project Aetherial Blog Five
Introduction
The BETA is now behind us and we are starting to see the ocean at the end of the lane, as we rush toward the final gold version of the game. This week’s blog will dive into the subject of playtesting and how those sessions have come to influence our game development.
Personally, I will look at it from an artistic point of view and describe two items, one which I changed due to playtesting feedback, and one art asset which […]
Comment 4
This week I have commented on Merve’s post
My comment was as follows
Hi Merve, and thank you for this entry.
I think your jellyfish design is very beautiful and it’s interesting to read about the process you went through while designing and animating it.
As a game designer I appreciate your explanation for your choice of colors and amount of tentacles, which proves that you had logical motivation behind every decision. This, as we have been taught, is the essence of design. […]
Comment 4
This week I have commented on Merve’s post
My comment was as follows
Hi Merve, and thank you for this entry.
I think your jellyfish design is very beautiful and it’s interesting to read about the process you went through while designing and animating it.
As a game designer I appreciate your explanation for your choice of colors and amount of tentacles, which proves that you had logical motivation behind every decision. This, as we have been taught, is the essence of design. […]