Browsing 'Graphics': Posts from Game Design and Graphics

Theme Park: Pre-Beta – It’s time to penguin up!
Hi again!
At the time of the last post we were in the middle of a hectic pre-alpha scramble with an overhauled concept and a lot to to do with little time to do it. By now I can tell you that we passed our alpha-presentation and have been working diligently toward our Beta-deadline next week.
With all basic mechanics in place, we have been working on implementing (amongst other things) new levels, hazards, powerups, a dash-mechanic and a new GUI.
As you […]

Theme Park: Pre-Beta – It’s time to penguin up!
Hi again!
At the time of the last post we were in the middle of a hectic pre-alpha scramble with an overhauled concept and a lot to to do with little time to do it. By now I can tell you that we passed our alpha-presentation and have been working diligently toward our Beta-deadline next week.
With all basic mechanics in place, we have been working on implementing (amongst other things) new levels, hazards, powerups, a dash-mechanic and a new GUI.
As you […]

Logo
What I have probably spent the most time on this week though is probably the logo, I started with some super fast sketches, just to get some ideas to base it on. After conferring with the teachers and my team I decided upon one design to continue working on one of them. I had a font in mind that we have used so far, after not finding anything better I decided to take it into illustrator and made it […]

Logo
What I have probably spent the most time on this week though is probably the logo, I started with some super fast sketches, just to get some ideas to base it on. After conferring with the teachers and my team I decided upon one design to continue working on one of them. I had a font in mind that we have used so far, after not finding anything better I decided to take it into illustrator and made it […]

So Happy
In my last post I described how we had been unable to find any solutions to baking diffuse maps from Z-brush since the polycount was too high. It turned out that we had been up all night and wasted most of the morning in vain as the polypaint I had created would not be able to be used.
Being the way I am, I refused to accept this.After two and a half hours of intense googling and experimenting in z-brush I […]

So Happy
In my last post I described how we had been unable to find any solutions to baking diffuse maps from Z-brush since the polycount was too high. It turned out that we had been up all night and wasted most of the morning in vain as the polypaint I had created would not be able to be used.
Being the way I am, I refused to accept this.After two and a half hours of intense googling and experimenting in z-brush I […]

Textures and Screenshots
This week has been busier than any week so far, especially us artists have had an insane amount of work to get done and it is not going to slow down before the end of this project. Today we had deadlines for handing in promotional material containing at least a finished Logo, four screenshots and four concept art/dev images as well as playtesting with the other students.
Screenshot created by my fellow artists
Us artists did […]

Textures and Screenshots
This week has been busier than any week so far, especially us artists have had an insane amount of work to get done and it is not going to slow down before the end of this project. Today we had deadlines for handing in promotional material containing at least a finished Logo, four screenshots and four concept art/dev images as well as playtesting with the other students.
Screenshot created by my fellow artists
Us artists did […]

Big Game Project – Week 6 – ScreenShots
During the last week I focused on getting some areas of the level as close to its final visuals as possible, to be able to take some screenshots of it, for promotional material for the Gotland Game Conference. For next week’s beta I plan to have the entire level finished, and if I get time also to … Continue reading Big Game Project – Week 6 – ScreenShots

Big Game Project – Week 6 – ScreenShots
During the last week I focused on getting some areas of the level as close to its final visuals as possible, to be able to take some screenshots of it, for promotional material for the Gotland Game Conference. For next week’s beta I plan to have the entire level finished, and if I get time also to … Continue reading Big Game Project – Week 6 – ScreenShots

Tamarrion, post 6
This week we focused on putting out the most polished art assets possible to make the GGC screenshot deadline. The majority of time this week was spent baking and putting together textures for our environment and characters.
A lighting test from earlier this week, not using our final shaders.
Baring some polish work, the Boss’s diffuse, normal and ambient occlusion textures are now complete. He also has an emissive texture to make his eyes glow, complete with some bloom we […]

Tamarrion, post 6
This week we focused on putting out the most polished art assets possible to make the GGC screenshot deadline. The majority of time this week was spent baking and putting together textures for our environment and characters.
A lighting test from earlier this week, not using our final shaders.
Baring some polish work, the Boss’s diffuse, normal and ambient occlusion textures are now complete. He also has an emissive texture to make his eyes glow, complete with some bloom we […]

BGP – Screen shots & Logo
Hello!
As this Friday was deadline for several things such as the logo and screenshots etc. this is mostly what I have done this week including some different textures for the cars.
First I want to show you our screenshots from our last build:
These screenshots clearly shows out main key feature the dual track system with to parallel tracks which you can switch between at a single button press. The track is going to be […]

BGP – Screen shots & Logo
Hello!
As this Friday was deadline for several things such as the logo and screenshots etc. this is mostly what I have done this week including some different textures for the cars.
First I want to show you our screenshots from our last build:
These screenshots clearly shows out main key feature the dual track system with to parallel tracks which you can switch between at a single button press. The track is going to be […]

Big Game Project: Week Four
Apologies for the late report! This will cover what I did during the –fourth- week of the project that is the one previous to this.
Week four was a bit of an obstacle course for me involving the implementation of a Skybox in Unity. While the act itself was simple enough the Lead Designer wished for us to utilise a 3D Skybox in the manner that is found in the Source engine and its related games where the 3D scene is […]

Big Game Project: Week Four
Apologies for the late report! This will cover what I did during the –fourth- week of the project that is the one previous to this.
Week four was a bit of an obstacle course for me involving the implementation of a Skybox in Unity. While the act itself was simple enough the Lead Designer wished for us to utilise a 3D Skybox in the manner that is found in the Source engine and its related games where the 3D scene is […]

BGP Week 6: Beautiful World
The level is finally starting to look finished. The environment has been furnished with textures and props, and all spells, while still requiring a lot of polish, have been implemented. It actually surprised me, how good the game looked when the graphics were implemented. At first I was worried it would be difficult to get the color progression right throughout the level. However, with Unreal’s lighting, it turned out beautifully. I can see why the engine is called “Unreal”.
I have […]

BGP Week 6: Beautiful World
The level is finally starting to look finished. The environment has been furnished with textures and props, and all spells, while still requiring a lot of polish, have been implemented. It actually surprised me, how good the game looked when the graphics were implemented. At first I was worried it would be difficult to get the color progression right throughout the level. However, with Unreal’s lighting, it turned out beautifully. I can see why the engine is called “Unreal”.
I have […]

Big Game Project Week 5-6
So i forgot to write a blogpost last week so this one will be about both weeks.
I have been working on the the boss, the second enemy and props for the world. I will mostly talk about the boss and enemy in this one.
I have finished the final mesh for the boss. It have been, not hard but tiring. I have had to make hom as smooth as our main character, and he is two times as tall, so there […]

Big Game Project Week 5-6
So i forgot to write a blogpost last week so this one will be about both weeks.
I have been working on the the boss, the second enemy and props for the world. I will mostly talk about the boss and enemy in this one.
I have finished the final mesh for the boss. It have been, not hard but tiring. I have had to make hom as smooth as our main character, and he is two times as tall, so there […]

Scrap Pirates – Week 6
The sixth week has come to the last day and it’s soon to be only two weeks left. Today we will have our second open play testing and next week will be beta. Things are steadily progressing forward and features keep getting implemented and iterated.
I will firstly present my reiteration of the door panel. We wanted it to grab the attention of players more and communicate it’s purpose more clearly, so I added hands in the center of the panel. […]

Scrap Pirates – Week 6
The sixth week has come to the last day and it’s soon to be only two weeks left. Today we will have our second open play testing and next week will be beta. Things are steadily progressing forward and features keep getting implemented and iterated.
I will firstly present my reiteration of the door panel. We wanted it to grab the attention of players more and communicate it’s purpose more clearly, so I added hands in the center of the panel. […]

Snow Day Mayhem – Update!
The Alpha last week went well. The teachers rated our game in the same way the judges do during GGC, that is, on a scale from 0 to 30. If you get above 6 you pass the Alpha, and we got 7,5. I think that was a fair judgement, since our game was still very much in an alpha state.
We’ve changed some graphics and added some things, so this is what the game looks like right now:
The placement of […]

Snow Day Mayhem – Update!
The Alpha last week went well. The teachers rated our game in the same way the judges do during GGC, that is, on a scale from 0 to 30. If you get above 6 you pass the Alpha, and we got 7,5. I think that was a fair judgement, since our game was still very much in an alpha state.
We’ve changed some graphics and added some things, so this is what the game looks like right now:
The placement of […]