Browsing 'Graphics': Posts from Game Design and Graphics

I´m writing this post on the day before the beta. There has been a lot to do these last few weeks. I´ve mainly been working on the introductory screen and the failure screen. The intro screen will show the player the basic back story and objective of the game. We wanted to show this using only pictures.
I achieved this by adding a few speech bubbles to the background image. I wanted to depict the relationship between the main character, […]

I´m writing this post on the day before the beta. There has been a lot to do these last few weeks. I´ve mainly been working on the introductory screen and the failure screen. The intro screen will show the player the basic back story and objective of the game. We wanted to show this using only pictures.
I achieved this by adding a few speech bubbles to the background image. I wanted to depict the relationship between the main character, […]

Game Production: Feature 5
This week we have been scrambling to get all our artwork done for the beta presentation this friday. So I have been working on a lot of different stuff, mostly animations and effects.
So in this blog I’ll describe a few different animation and how I created them.
First is the enemy with the big axe, I made walk animations and an attack animation for him. These are the results:
He is supposed to hit all trees in his vicinity so […]

Game Production: Feature 5
This week we have been scrambling to get all our artwork done for the beta presentation this friday. So I have been working on a lot of different stuff, mostly animations and effects.
So in this blog I’ll describe a few different animation and how I created them.
First is the enemy with the big axe, I made walk animations and an attack animation for him. These are the results:
He is supposed to hit all trees in his vicinity so […]

Finished Player Avatar Animations
Quck recap of the story of my team’s game before I go into detail about what I’ve been doing for it this week:
The name is The Fancy Mansion Heist, and you play as a burglar who’s breaking into the mansion of Mr. Otto von Fancy, to steal his various valuables and money. He stalks you throughout your wandering around the building, shotgun blunderbuss in hand and ready to shoot you the second he hears or sees you.
So! This week I’ve been […]

Finished Player Avatar Animations
Quck recap of the story of my team’s game before I go into detail about what I’ve been doing for it this week:
The name is The Fancy Mansion Heist, and you play as a burglar who’s breaking into the mansion of Mr. Otto von Fancy, to steal his various valuables and money. He stalks you throughout your wandering around the building, shotgun blunderbuss in hand and ready to shoot you the second he hears or sees you.
So! This week I’ve been […]

Game Development Blog 5.
Dearie me, we’re all beat.
Everyone is working really hard in our group in order to get everything into the beta-version of the game. It’s starting to really come together, now, all that needs to be done is finishing up the level-design, add the pickups, and after that our coders can finally get going for real on the pathfinding.
As for what I’ve done this week, there’s been a number of small things, a few big things and some running about between […]

Game Development Blog 5.
Dearie me, we’re all beat.
Everyone is working really hard in our group in order to get everything into the beta-version of the game. It’s starting to really come together, now, all that needs to be done is finishing up the level-design, add the pickups, and after that our coders can finally get going for real on the pathfinding.
As for what I’ve done this week, there’s been a number of small things, a few big things and some running about between […]

Reiterate means reinvigorate
After many ups and downs our group finally decided that enoughs enough and opted to redesign the game Dragon’s Song into a more traditional shooter. The reason for this was an issue with player input response being delayed due to sound playback latency. Simply put, it wasn’t possible to make the sound effects from the dragon to play at the same moment as the player hits the fire key, instead there was a hefty delay making syncing playing with the […]

Reiterate means reinvigorate
After many ups and downs our group finally decided that enoughs enough and opted to redesign the game Dragon’s Song into a more traditional shooter. The reason for this was an issue with player input response being delayed due to sound playback latency. Simply put, it wasn’t possible to make the sound effects from the dragon to play at the same moment as the player hits the fire key, instead there was a hefty delay making syncing playing with the […]

Week 8 Mole Atlas
This week is the final Beta presentation. I Made the whole sprite atlas for the Mole this week.
Every animation was made in 64X64 as requested by the programmers. First i made the sprite sheet as compact as possible as the programmers were going to do the collision by pixel collision but then they changed their mind and i had to redo it. Lets go down trough the animations from top to bottom.
1. Walking Animation
2. Digdown transition ( this animation […]

Week 8 Mole Atlas
This week is the final Beta presentation. I Made the whole sprite atlas for the Mole this week.
Every animation was made in 64X64 as requested by the programmers. First i made the sprite sheet as compact as possible as the programmers were going to do the collision by pixel collision but then they changed their mind and i had to redo it. Lets go down trough the animations from top to bottom.
1. Walking Animation
2. Digdown transition ( this animation […]

Reiterate means reinvigorate
After many ups and downs our group finally decided that enoughs enough and opted to redesign the game Dragon’s Song into a more traditional shooter. The reason for this was an issue with player input response being delayed due to sound playback latency. Simply put, it wasn’t possible to make the sound effects from the dragon to play at the same moment as the player hits the fire key, instead there was a hefty delay making syncing playing with the […]

Reiterate means reinvigorate
After many ups and downs our group finally decided that enoughs enough and opted to redesign the game Dragon’s Song into a more traditional shooter. The reason for this was an issue with player input response being delayed due to sound playback latency. Simply put, it wasn’t possible to make the sound effects from the dragon to play at the same moment as the player hits the fire key, instead there was a hefty delay making syncing playing with the […]
Artifact: Enemy 2 Animation
Blog post 12/03/15
Another week another blog post! This week I’ve been working on the second enemy (enemy 2). Re-working it’s first design so that it fits the same art direction as enemy 1, and animating it’s idle animation.
The experience I’ve gathered from working on enemy 1 for so long has helped me create a completely new animation for enemy 2, much faster than before. The reason for that is because I’ve made myself a personal workflow to follow.
I have learned […]
Artifact: Enemy 2 Animation
Blog post 12/03/15
Another week another blog post! This week I’ve been working on the second enemy (enemy 2). Re-working it’s first design so that it fits the same art direction as enemy 1, and animating it’s idle animation.
The experience I’ve gathered from working on enemy 1 for so long has helped me create a completely new animation for enemy 2, much faster than before. The reason for that is because I’ve made myself a personal workflow to follow.
I have learned […]

Animating all the objects!
Hello again all Magic Writer fans!
So this week I have been working on animating the remaining objects that the wizard will throw. All the alive, dead and hot items as well as some polish on the cold items. I got some feedback on them during our graphic presentation so I might go in and tweak them a bit. It is however hard to check if your animations look good without testing them in the game. The objects moves pretty fast on […]

Animating all the objects!
Hello again all Magic Writer fans!
So this week I have been working on animating the remaining objects that the wizard will throw. All the alive, dead and hot items as well as some polish on the cold items. I got some feedback on them during our graphic presentation so I might go in and tweak them a bit. It is however hard to check if your animations look good without testing them in the game. The objects moves pretty fast on […]

Ambient pressure, the flare gun
This week I have mostly been working on adjusting all the sounds that I have made during this course. Much time was spent on adjusting the sound for the Flare gun audio. Today I will describe how I constructed its sound.
So a short description of our game: One plays as a diver who is supposed to explore shipwrecks deep down into the ocean. The goal is to find a specific amount of mutated algae in order to complete the game. […]

Ambient pressure, the flare gun
This week I have mostly been working on adjusting all the sounds that I have made during this course. Much time was spent on adjusting the sound for the Flare gun audio. Today I will describe how I constructed its sound.
So a short description of our game: One plays as a diver who is supposed to explore shipwrecks deep down into the ocean. The goal is to find a specific amount of mutated algae in order to complete the game. […]

Week 8, Game Design
Another week has passed by really quickly. I am still working on creating and finding sounds for our game. This week my sprint plan is fixing a sound effect for the dryads walk animation, for planting a seed, plant unit 1 skill effect, plant unit one death, enemy unit 1 skill effect, enemy unit 1 death. The sound effects are way easier to find than making the level 1 soundtrack which I am still working with as well. Al tho […]

Week 8, Game Design
Another week has passed by really quickly. I am still working on creating and finding sounds for our game. This week my sprint plan is fixing a sound effect for the dryads walk animation, for planting a seed, plant unit 1 skill effect, plant unit one death, enemy unit 1 skill effect, enemy unit 1 death. The sound effects are way easier to find than making the level 1 soundtrack which I am still working with as well. Al tho […]

Weekly assignment #5 – Finishing up the animations!
Good day people!
So I am finally done with my animations. Or as finished as I can be. This week I have finished the walk animation, flood animation, pumping water animations and kicking animation. It has been a hard week with lots of work, but I have finally caught up, one day before our BETA deadline and presentation! I am not 100 % happy with my flooding and pumping water animation, and I will have to take the feedback I get […]

Weekly assignment #5 – Finishing up the animations!
Good day people!
So I am finally done with my animations. Or as finished as I can be. This week I have finished the walk animation, flood animation, pumping water animations and kicking animation. It has been a hard week with lots of work, but I have finally caught up, one day before our BETA deadline and presentation! I am not 100 % happy with my flooding and pumping water animation, and I will have to take the feedback I get […]