Browsing 'Graphics': Posts from Game Design and Graphics

Overhaul

Overhauling a big part of the project seems to be standard in my team projects by now. Our game designer felt that the game was contradicting while testing it on the pad. The sliding was much more fun than making the ice and the game play felt wrong. So he came up with the idea of 2-4 penguin mothers fighting over 1 baby in a arena. In real life the penguin mothers actually do steal each others babies when losing […]

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Program: Graphics

Overhaul

Overhauling a big part of the project seems to be standard in my team projects by now. Our game designer felt that the game was contradicting while testing it on the pad. The sliding was much more fun than making the ice and the game play felt wrong. So he came up with the idea of 2-4 penguin mothers fighting over 1 baby in a arena. In real life the penguin mothers actually do steal each others babies when losing […]

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Program: Graphics

Week 2 of Big Game Project – Making progress

I’ve now entered week 2 of production for our project and some good progress have been made. Firstly, we finally settled on a name for the game. After a lot of indecision and a few rounds of voting we ended up with TwinShift as a name.

So what have I been doing this week? I’ve worked on several things including a skybox, environment and tracks. Let’s start with the skybox. We needed a skybox for the game that reflected the game […]

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Program: Graphics

Week 2 of Big Game Project – Making progress

I’ve now entered week 2 of production for our project and some good progress have been made. Firstly, we finally settled on a name for the game. After a lot of indecision and a few rounds of voting we ended up with TwinShift as a name.

So what have I been doing this week? I’ve worked on several things including a skybox, environment and tracks. Let’s start with the skybox. We needed a skybox for the game that reflected the game […]

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Program: Graphics

BGP – Magnetic Objects

This week I worked on a number of things, ranging from the game’s Health-pickups to additional assets for the level. What I chose to focus a bit on however was the Magnetic Objects. These are quite a fundamental part of Scrap Pirates since the game is built around using magnetism to interact with each other (since the game is 2 player co-op) as well as these objects in the surroindings.

The Magnetic Objects of Scrap Pirates

First of all the […]

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Program: Graphics

BGP – Magnetic Objects

This week I worked on a number of things, ranging from the game’s Health-pickups to additional assets for the level. What I chose to focus a bit on however was the Magnetic Objects. These are quite a fundamental part of Scrap Pirates since the game is built around using magnetism to interact with each other (since the game is 2 player co-op) as well as these objects in the surroindings.

The Magnetic Objects of Scrap Pirates

First of all the […]

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Program: Graphics

Big Game Project: Week Three

For the third week of production my work has been on mainly assisting the art department with constructing the environment of our first map to go along with the level for GGC. It was decided that a 3D Skybox would be most suitable to provide an optimised visualization for the world surrounding the course.

Inspiration was mostly taken from its name – Spectre – along with mood board artwork to get a broad sense of what tone and feel the map […]

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Program: Graphics

Big Game Project: Week Three

For the third week of production my work has been on mainly assisting the art department with constructing the environment of our first map to go along with the level for GGC. It was decided that a 3D Skybox would be most suitable to provide an optimised visualization for the world surrounding the course.

Inspiration was mostly taken from its name – Spectre – along with mood board artwork to get a broad sense of what tone and feel the map […]

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Program: Graphics

BGP – Scrap Pirates – Week 4

This will be just a short update. I’ve been working on linearting, colouring and shading the run cycle of the player character, which took far longer than I’d hoped. The lineart and flat colours are done though, and I hope to be able to finish the shading soon, though I suspect that it’s going to take longer than I’d like it to. Due to a bit of sickness and accidentally cutting my own thumb I didn’t get as much work […]

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Program: Graphics

BGP – Scrap Pirates – Week 4

This will be just a short update. I’ve been working on linearting, colouring and shading the run cycle of the player character, which took far longer than I’d hoped. The lineart and flat colours are done though, and I hope to be able to finish the shading soon, though I suspect that it’s going to take longer than I’d like it to. Due to a bit of sickness and accidentally cutting my own thumb I didn’t get as much work […]

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Program: Graphics

BGP (Scrap Pirates) – Week 4

During this week the team mainly worked on polishing the game for the open playtesting session that was this Friday, but we also made an important decision regarding the project.
The game production has been going well and we had a good base for the game to present this week, but we began to realize that our plans on creating more levels with unique graphics and environments were unrealistic. We have gotten a better sense of how long time it takes […]

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Program: Graphics

BGP (Scrap Pirates) – Week 4

During this week the team mainly worked on polishing the game for the open playtesting session that was this Friday, but we also made an important decision regarding the project.
The game production has been going well and we had a good base for the game to present this week, but we began to realize that our plans on creating more levels with unique graphics and environments were unrealistic. We have gotten a better sense of how long time it takes […]

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Program: Graphics

Spirit Boom, more houses.

Here are some videos and pictures showing my progress this week.

This is a zoomed out view of the village you start the game in. Still a work in progress.

A close up of the well.

And the shaman’s hut fire animation.

 

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Program: Graphics

Spirit Boom, more houses.

Here are some videos and pictures showing my progress this week.

This is a zoomed out view of the village you start the game in. Still a work in progress.

A close up of the well.

And the shaman’s hut fire animation.

 

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Program: Graphics

Pre Alpha week (w4)

This week was the last week before the alpha should be ready. The main focus of the week from my side was making a small test level to be played at the open game testing that was held on Friday. This involved plenty of play testing, remodelling of the level, and discussions with the other team members on what we needed to make the level work.
Many art assets were implemented during the week such as buttons, inactive and active boxes as […]

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Program: Graphics

Pre Alpha week (w4)

This week was the last week before the alpha should be ready. The main focus of the week from my side was making a small test level to be played at the open game testing that was held on Friday. This involved plenty of play testing, remodelling of the level, and discussions with the other team members on what we needed to make the level work.
Many art assets were implemented during the week such as buttons, inactive and active boxes as […]

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Program: Graphics

Big Game Project – Week 4 – Building the Level

The Fourth week of BGB has come to an end this post covers what I have been doing during the last week. So this week I have started to build the level.
I use the unreal blueprints to create different segments of the walls by combining the rock meshes, so far I have two different walls, a tunnel, a roof segment and cave opening, these were built with the rocks that had finished UV mapping I have several more at my disposal, […]

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Program: Graphics

Big Game Project – Week 4 – Building the Level

The Fourth week of BGB has come to an end this post covers what I have been doing during the last week. So this week I have started to build the level.
I use the unreal blueprints to create different segments of the walls by combining the rock meshes, so far I have two different walls, a tunnel, a roof segment and cave opening, these were built with the rocks that had finished UV mapping I have several more at my disposal, […]

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Program: Graphics

BGP Week 4: Sticks and Stones

I became ill this week, went to a few doctor’s appointments, prepared for the “public discussion” of our reports, and participated in the pre-alpha testing, so I did not get as much time on the project as I should have needed. During the short time that I managed to spend on the project, I made a  couple of textures for props and environment. We needed to get some more textures, or at least colors into the geame world, so we could […]

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Program: Graphics

BGP Week 4: Sticks and Stones

I became ill this week, went to a few doctor’s appointments, prepared for the “public discussion” of our reports, and participated in the pre-alpha testing, so I did not get as much time on the project as I should have needed. During the short time that I managed to spend on the project, I made a  couple of textures for props and environment. We needed to get some more textures, or at least colors into the geame world, so we could […]

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Program: Graphics

Scrap Pirates – Week 4

I’ll show some of the work I have done this week and tell what I have learnt from it. But first, I will tell about a major decision which was made for our project…
Two weeks into the production we have a better understanding of how long it takes for us to make specific things and many of us realized that three unique levels is an overestimation on what we can achieve. We value quality before quantity and scaled the scope down […]

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Program: Graphics

Scrap Pirates – Week 4

I’ll show some of the work I have done this week and tell what I have learnt from it. But first, I will tell about a major decision which was made for our project…
Two weeks into the production we have a better understanding of how long it takes for us to make specific things and many of us realized that three unique levels is an overestimation on what we can achieve. We value quality before quantity and scaled the scope down […]

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Program: Graphics

BGP – High Poly Vehicle

Hello out there!!
First off, our game have changed name from Gravity Grind to TwinShift (due to many reasons).
Second off, I want to just tell you my roles for this BGP course and mainly for the GGC, which are Lead Sound Designer, 3D and 2D Graphical Artist, and PR-responsible, so that you now know what you can expect me to blog about from this project.
So, onwards to what I have done for the project this week.

This is my high-poly of […]

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Program: Graphics

BGP – High Poly Vehicle

Hello out there!!
First off, our game have changed name from Gravity Grind to TwinShift (due to many reasons).
Second off, I want to just tell you my roles for this BGP course and mainly for the GGC, which are Lead Sound Designer, 3D and 2D Graphical Artist, and PR-responsible, so that you now know what you can expect me to blog about from this project.
So, onwards to what I have done for the project this week.

This is my high-poly of […]

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Program: Graphics