Browsing 'Graphics': Posts from Game Design and Graphics

Magic Writer – Week 5

This week has been very hectic for me with loads of school work. You can say that last week was wake up call when a friend of mine mentioned that we only have few weeks left of this course, this made me realize that I don’t have much time left for some old lingering works that needs to be done as soon as possible. Due to my sudden change in priorities I have sadly not put that much time on […]

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Program: Graphics

Magic Writer – Week 5

This week has been very hectic for me with loads of school work. You can say that last week was wake up call when a friend of mine mentioned that we only have few weeks left of this course, this made me realize that I don’t have much time left for some old lingering works that needs to be done as soon as possible. Due to my sudden change in priorities I have sadly not put that much time on […]

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Program: Graphics

Spelutveckling – Introduktion – projektarbetet / vecka 8

Senast jobbade jag med något som vi kallar för en warm up screen. Detta är som en mini tutorial innan spelet drar igång för att spelaren snabbt ska kunna få en bild över hur man spelar utan att behöva hoppa in i tutorial state. Vi kände att vårat spel har behov av detta för att våra kontroller är inte självklara, och för att vi vill förklara sambandet mellan att trollkarlen tänker på något, spelaren skriver det avtaren har i tankebubblan […]

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Program: Graphics

Spelutveckling – Introduktion – projektarbetet / vecka 8

Senast jobbade jag med något som vi kallar för en warm up screen. Detta är som en mini tutorial innan spelet drar igång för att spelaren snabbt ska kunna få en bild över hur man spelar utan att behöva hoppa in i tutorial state. Vi kände att vårat spel har behov av detta för att våra kontroller är inte självklara, och för att vi vill förklara sambandet mellan att trollkarlen tänker på något, spelaren skriver det avtaren har i tankebubblan […]

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Program: Graphics

Dragon Song Blogpost 5

This week has been a bit of a roller coaster. It started of fine. I was doing good on my way to finish my work with the background and parallaxing layers for the beta presentation tomorrow. But as it turned out, because of unforeseen events, I had to put aside the last parallax layer and divert my attention to other things.
This Wednesday we presented our games art assets for feedback and we got a lot of good feedback. Some we […]

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Program: Graphics

Dragon Song Blogpost 5

This week has been a bit of a roller coaster. It started of fine. I was doing good on my way to finish my work with the background and parallaxing layers for the beta presentation tomorrow. But as it turned out, because of unforeseen events, I had to put aside the last parallax layer and divert my attention to other things.
This Wednesday we presented our games art assets for feedback and we got a lot of good feedback. Some we […]

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Program: Graphics

Space Shooter Project Blog: Post #5

For this post I will cover the cryopod asset present of the ship of our game. This will replace the beds I created previously, as they simply didn’t fit thematically nor with the narrative I myself wrote for the game. Go figure. Either way, this is the process of the cryopod creation.

Since I knew one of our cinematic images had portrayed a cryopod as displayed in the picture above, I figured this was as good a place to start […]

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Program: Graphics

Space Shooter Project Blog: Post #5

For this post I will cover the cryopod asset present of the ship of our game. This will replace the beds I created previously, as they simply didn’t fit thematically nor with the narrative I myself wrote for the game. Go figure. Either way, this is the process of the cryopod creation.

Since I knew one of our cinematic images had portrayed a cryopod as displayed in the picture above, I figured this was as good a place to start […]

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Program: Graphics

Dev Log V

Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Det grafiska uttrycket som vi söker till spelet är tänkt att vara av den enklare och mer tecknade stilen. Detta eftersom vi vill få spelaren att […]

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Program: Graphics

Dev Log V

Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Det grafiska uttrycket som vi söker till spelet är tänkt att vara av den enklare och mer tecknade stilen. Detta eftersom vi vill få spelaren att […]

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Program: Graphics

Week 8 of the Piñata – HUD in a different order

This is a continuation on last weeks work, which was on the GUI and HUD. In short I were making the different bars and working out effects that tells the player what is going on while they play the game. For this week I have changed it around as well as tweeked some shapes in it.
The week kicked off with playtesting of our game and we gathered the feedback and went over it, discussing how we could use it and […]

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Program: Graphics

Week 8 of the Piñata – HUD in a different order

This is a continuation on last weeks work, which was on the GUI and HUD. In short I were making the different bars and working out effects that tells the player what is going on while they play the game. For this week I have changed it around as well as tweeked some shapes in it.
The week kicked off with playtesting of our game and we gathered the feedback and went over it, discussing how we could use it and […]

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Program: Graphics

Fixing a Level Design

So I dedicated part of this week to restructuring our level design map. The initial map were only lines and thus it was really cluttered and hard to read. The point of the map is to provide the person who builds the map with the information necessary to do so. Everything need to be easy to read, easily discernible and provide a clear structure to follow when building it. The first draft I made failed to deliver on all of […]

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Program: Graphics

Fixing a Level Design

So I dedicated part of this week to restructuring our level design map. The initial map were only lines and thus it was really cluttered and hard to read. The point of the map is to provide the person who builds the map with the information necessary to do so. Everything need to be easy to read, easily discernible and provide a clear structure to follow when building it. The first draft I made failed to deliver on all of […]

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Program: Graphics

Game Development –Introduction: Week 7

So this week…This week I had the impeccable timing to get sick, which lines up perfectly with the Beta-deadline this Friday . That means there is not as much to talk about as I would like but I have worked on the second enemy type.
So, the second enemy type is the Ranged type. While designing this enemy type I applied the principles we learned about creating a distinct silhouettes and adjusting function to form. So where the Melee enemy […]

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Program: Graphics

Game Development –Introduction: Week 7

So this week…This week I had the impeccable timing to get sick, which lines up perfectly with the Beta-deadline this Friday . That means there is not as much to talk about as I would like but I have worked on the second enemy type.
So, the second enemy type is the Ranged type. While designing this enemy type I applied the principles we learned about creating a distinct silhouettes and adjusting function to form. So where the Melee enemy […]

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Program: Graphics

Space Dev 5(?) – Further Exploration of Common Household Objects

Alright kids, here it finally is: the Official Fancy Mansion Evironmental Artists’ Guide to Referencing. I suggest you guard this secret close to your heart, as it’ll prove vital to all your luxurious mansion drawing needs. This is an invaluable tool and I trust you’ll find yourself coming back to this guide time and time again for the entiriety of your career. But enough preamble, let’s get started.
First, you’ll have to decide what piece of furniture you’re drawing. Once you […]

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Program: Graphics

Space Dev 5(?) – Further Exploration of Common Household Objects

Alright kids, here it finally is: the Official Fancy Mansion Evironmental Artists’ Guide to Referencing. I suggest you guard this secret close to your heart, as it’ll prove vital to all your luxurious mansion drawing needs. This is an invaluable tool and I trust you’ll find yourself coming back to this guide time and time again for the entiriety of your career. But enough preamble, let’s get started.
First, you’ll have to decide what piece of furniture you’re drawing. Once you […]

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Program: Graphics

Kill your darlings

So for this week I animated the death animation for Alien 02. The animation shows how the alien either melts, vanishes into thin air, or is simply vaporized by the player. We can also see how the alien’s metallic spine strains together, into what looks like a liquid ball of whatever material the spine is made out, and is violently split into four projectiles that are launched away from the remains of the alien.
When I looked at the blog post […]

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Program: Graphics

Kill your darlings

So for this week I animated the death animation for Alien 02. The animation shows how the alien either melts, vanishes into thin air, or is simply vaporized by the player. We can also see how the alien’s metallic spine strains together, into what looks like a liquid ball of whatever material the spine is made out, and is violently split into four projectiles that are launched away from the remains of the alien.
When I looked at the blog post […]

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Program: Graphics

Roots

A few things came up during last Mondays play testing of our game Mole Munch. Several testers remarked that they wanted to be able to see where the vegetables, located above ground, were when digging under ground. It is also note worthy that no one was able to complete the game so we had to think of ways to make it easier for the players. Having previously only briefly discussed implementing vegetable roots to make it easier to find the vegetables […]

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Program: Graphics

Roots

A few things came up during last Mondays play testing of our game Mole Munch. Several testers remarked that they wanted to be able to see where the vegetables, located above ground, were when digging under ground. It is also note worthy that no one was able to complete the game so we had to think of ways to make it easier for the players. Having previously only briefly discussed implementing vegetable roots to make it easier to find the vegetables […]

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Program: Graphics

Week 8 of Spelutveckling, introduktion. Endings and Deaths.

This week I’ve been working on the end of beta presentation and some death animations as well. I’ve also worked on fixing the design document, level design and game balance, but that didn’t make an equally dramatic title.
So let’s start with the end, death animations.

The character designs, Huge logger and Archer respectively, was created by my lead artist Nisse Lindblom.  Starting with the Archer, let us go through the process of animating it in Photoshop.
The first frame […]

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Program: Graphics

Week 8 of Spelutveckling, introduktion. Endings and Deaths.

This week I’ve been working on the end of beta presentation and some death animations as well. I’ve also worked on fixing the design document, level design and game balance, but that didn’t make an equally dramatic title.
So let’s start with the end, death animations.

The character designs, Huge logger and Archer respectively, was created by my lead artist Nisse Lindblom.  Starting with the Archer, let us go through the process of animating it in Photoshop.
The first frame […]

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Program: Graphics