Browsing 'Graphics': Posts from Game Design and Graphics

Scrap Pirates – Week 7
Due to health problems I’ve had to stay at home this week and done whatever I’ve could from there. Most of that work has consisted around iterating and saving up new background tiles, finishing the box blocker tile set with thicker outlines and more interesting energy core, and put together various background decals on a sprite sheet.
An updated background tile without lamps as they will be put on separately instead. It took a while to do as I […]

Scrap Pirates – Week 7
Due to health problems I’ve had to stay at home this week and done whatever I’ve could from there. Most of that work has consisted around iterating and saving up new background tiles, finishing the box blocker tile set with thicker outlines and more interesting energy core, and put together various background decals on a sprite sheet.
An updated background tile without lamps as they will be put on separately instead. It took a while to do as I […]

The Day before Beta
This week was a very busy week. In the beginning of the week there were still many things to be done before the beta. The level design is now pretty much finished, two different tile sets were added to create a more interesting environment and the lamps were made separate from the background. We now have two colours on the light, blue and orange and each lamp have three states: on, off and flickering.
Here are some wip pictures of our […]

The Day before Beta
This week was a very busy week. In the beginning of the week there were still many things to be done before the beta. The level design is now pretty much finished, two different tile sets were added to create a more interesting environment and the lamps were made separate from the background. We now have two colours on the light, blue and orange and each lamp have three states: on, off and flickering.
Here are some wip pictures of our […]

BGP – Scrap Pirates – Week 6
Last week I got a decent amount of work done, though I’m a bit late with this update. My bad.
After finishing the run cycle and jump animation, I could finally work on the run-shoot and jump-shoot animations. Both animations took, as expected, a lot less time than the previous ones, as I didn’t have to animate the whole body, but rather just change one of the characters’ arms. For the run cycle, I tried adding the straight shoot-arm from the […]

BGP – Scrap Pirates – Week 6
Last week I got a decent amount of work done, though I’m a bit late with this update. My bad.
After finishing the run cycle and jump animation, I could finally work on the run-shoot and jump-shoot animations. Both animations took, as expected, a lot less time than the previous ones, as I didn’t have to animate the whole body, but rather just change one of the characters’ arms. For the run cycle, I tried adding the straight shoot-arm from the […]

Logo and tshirt desgin – Big Game Project
Upon finilizing the game’s name from “MSSP” to “Warpers” we needed a logo as well as tshirts for the Gotland Game Conference.
I was in charge of creating sketches for the logo designs. My initial thought was to incorporate a warp effect in the actual logo to tie in with the name of the game. But I did also want to have the low-tech feel of our space game to convey in the logo. So one day I sat down and […]

Logo and tshirt desgin – Big Game Project
Upon finilizing the game’s name from “MSSP” to “Warpers” we needed a logo as well as tshirts for the Gotland Game Conference.
I was in charge of creating sketches for the logo designs. My initial thought was to incorporate a warp effect in the actual logo to tie in with the name of the game. But I did also want to have the low-tech feel of our space game to convey in the logo. So one day I sat down and […]

Polypainting
Since the issue of polypaint not being able to be exported resolved I continued painting on the high poly model. Apart from the skin, especially the face that is the most complex part on the model, I have done little more than basic details. I have added light to all edges to make them look worn, and darkened creases.
As we want to create a hand painted look I have basically just blocked out where […]

Polypainting
Since the issue of polypaint not being able to be exported resolved I continued painting on the high poly model. Apart from the skin, especially the face that is the most complex part on the model, I have done little more than basic details. I have added light to all edges to make them look worn, and darkened creases.
As we want to create a hand painted look I have basically just blocked out where […]

Spirit Boom Title Screen
Last week I worked on the title screen, the logo, combat UI and some more characters for the game.
Here is a video of the title screen being made.
The logo.
The Title screen with UI.
Combat UI.
And some more characters.
And an update on the village. It’s scaled down to about half size for the blog, but it’s still pretty big.

Spirit Boom Title Screen
Last week I worked on the title screen, the logo, combat UI and some more characters for the game.
Here is a video of the title screen being made.
The logo.
The Title screen with UI.
Combat UI.
And some more characters.
And an update on the village. It’s scaled down to about half size for the blog, but it’s still pretty big.

BGP – Game Logo – Scrap Pirates
This week, among a few other things, I worked on the Logo to our project, Scrap Pirates. And so, without further ado, here it is!
Scrap Pirates Logo
Overall the logo is perhaps slightly darker than we originally intended to increase the readability when resized. Other than that however I am rather pleased with the result.
I should also point out that the vector base and work on the fonts silhouette was done by another member of the team, Jenny Grip, so […]

BGP – Game Logo – Scrap Pirates
This week, among a few other things, I worked on the Logo to our project, Scrap Pirates. And so, without further ado, here it is!
Scrap Pirates Logo
Overall the logo is perhaps slightly darker than we originally intended to increase the readability when resized. Other than that however I am rather pleased with the result.
I should also point out that the vector base and work on the fonts silhouette was done by another member of the team, Jenny Grip, so […]

BGP – Medium Enemy
This time I’ll write briefly about one of the enemies in the project I am currently working on.
Of course in the game there will be different enemy types, but we are doing out best to create at least some sort of context as to why they are there and why they are dangerous. It may appear a bit odd to discover a hostile welding laser in the middle of a corridor, but hey, the maintenance bay may be right around […]

BGP – Medium Enemy
This time I’ll write briefly about one of the enemies in the project I am currently working on.
Of course in the game there will be different enemy types, but we are doing out best to create at least some sort of context as to why they are there and why they are dangerous. It may appear a bit odd to discover a hostile welding laser in the middle of a corridor, but hey, the maintenance bay may be right around […]
BGP (Scrap Pirates) – Week 6
It’s the week before the Beta, and even though it’s getting more and more stressful everyday it feels okay. Since we scoped down the game, we have had it easier to focus on what it is that needs to be done and it feels like we are on the right track.
I spent most of the week working on the level design with Jenny and since we are creating the level on her computer and I don’t have the project folder […]
BGP (Scrap Pirates) – Week 6
It’s the week before the Beta, and even though it’s getting more and more stressful everyday it feels okay. Since we scoped down the game, we have had it easier to focus on what it is that needs to be done and it feels like we are on the right track.
I spent most of the week working on the level design with Jenny and since we are creating the level on her computer and I don’t have the project folder […]

Week 6
This week has not been all that different from the previous weeks. Last weeks post included a picture of a track that I explained was going to be scrapped/remade.
So, this week I have remade the track, welded it together, matched the collision track and tested the level.
These are screenshots of the track as it is in engine when I tested it. Some issues were encountered with the spiral and the sloped […]

Week 6
This week has not been all that different from the previous weeks. Last weeks post included a picture of a track that I explained was going to be scrapped/remade.
So, this week I have remade the track, welded it together, matched the collision track and tested the level.
These are screenshots of the track as it is in engine when I tested it. Some issues were encountered with the spiral and the sloped […]

BGP#5 – The Screenshot Week
Greetings!
Two weeks left and this has been an hectic one! But I feel like next one will be even more so.
I’ve spent this week UV mapping and setting together the new scene in Unity playing around with the lighting even more. It has brought some fine results. The Texture maps will be completed next week if everything goes as planned so no textures so show this week. What I can show you though, are some screenshots of the lighting and […]

BGP#5 – The Screenshot Week
Greetings!
Two weeks left and this has been an hectic one! But I feel like next one will be even more so.
I’ve spent this week UV mapping and setting together the new scene in Unity playing around with the lighting even more. It has brought some fine results. The Texture maps will be completed next week if everything goes as planned so no textures so show this week. What I can show you though, are some screenshots of the lighting and […]