Browsing 'Graphics': Posts from Game Design and Graphics

Artifact 5 – Pickups

ARTIFACT 5 – PICKUPSin Dash BAT
Eight weeks has now passed since my team 12 and I started the Space Shooter Project “Heartbeat Bat”. The original concept was designed by Team 7. The Alpha is over and we are now heading towards the Beta which will be at the end of this week.
For this week’s blog assignment I thought I would tell you about the different Pickups I have been working on.
Here below you can see and read about the final versions of […]

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Program: Graphics

Artifact 5 – Pickups

ARTIFACT 5 – PICKUPSin Dash BAT
Eight weeks has now passed since my team 12 and I started the Space Shooter Project “Heartbeat Bat”. The original concept was designed by Team 7. The Alpha is over and we are now heading towards the Beta which will be at the end of this week.
For this week’s blog assignment I thought I would tell you about the different Pickups I have been working on.
Here below you can see and read about the final versions of […]

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Program: Graphics

Artifact 5

Artifact 5

This week I have been working on the final power up animations for the bat. As I showed in a previous blog post my different versions of the sketches for the power up four of them got chosen, a light blue, a green, a golden and a white one that had a lot of different colors. 

The light blue is a power up for when the bat is ready for shooting a projectile, the green one is for the […]

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Program: Graphics

Artifact 5

Artifact 5

This week I have been working on the final power up animations for the bat. As I showed in a previous blog post my different versions of the sketches for the power up four of them got chosen, a light blue, a green, a golden and a white one that had a lot of different colors. 

The light blue is a power up for when the bat is ready for shooting a projectile, the green one is for the […]

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Program: Graphics

A doory problem

The weeks are starting to get few and the days are starting to get long. Only two more weeks left after this one before the game is suppose to be finished. I can tell you now dear readers that it will not be finished, at least not the way it was suppose to in our head. We we need another month or two for that.
But we have learned a lot during these weeks so the next game will be better […]

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Program: Graphics

A doory problem

The weeks are starting to get few and the days are starting to get long. Only two more weeks left after this one before the game is suppose to be finished. I can tell you now dear readers that it will not be finished, at least not the way it was suppose to in our head. We we need another month or two for that.
But we have learned a lot during these weeks so the next game will be better […]

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Program: Graphics

Late Night Dino WIP

LATE NIGHT DINO – WIP – Update!New Project
It is the night before the Beta presentation for Dash Bat and I am watching Dexter while sitting and drawing a dino mother guarding her eggs. At first I only wanted to practice on depth in landscape but than I somehow grew fond of the dinosaur and started to add details to her skin in her face. Lets see how the rest of the body will turn out. I am excited to have […]

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Program: Graphics

Late Night Dino WIP

LATE NIGHT DINO – WIP – Update!New Project
It is the night before the Beta presentation for Dash Bat and I am watching Dexter while sitting and drawing a dino mother guarding her eggs. At first I only wanted to practice on depth in landscape but than I somehow grew fond of the dinosaur and started to add details to her skin in her face. Lets see how the rest of the body will turn out. I am excited to have […]

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Program: Graphics

Pickups

This week we made some of our pickups. Our pickups represent our score in the game. The pickups are our valuables in Otto von fancy’s house that does not grant you any bonuses or provide you with any other perks. These valuables are only useful for providing you with money when you turn them in at your drop point. The powerups are also worth money and can be dropped at the drop point for a big reward unless they have […]

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Program: Graphics

Pickups

This week we made some of our pickups. Our pickups represent our score in the game. The pickups are our valuables in Otto von fancy’s house that does not grant you any bonuses or provide you with any other perks. These valuables are only useful for providing you with money when you turn them in at your drop point. The powerups are also worth money and can be dropped at the drop point for a big reward unless they have […]

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Program: Graphics

Wroking on the HUD

It is the final week before the beta. There is lots to be done, and the team is working really hard to see everything finished and presentable.
My job this week has been to design the different components of the heads up display, or HUD. This means an inventory bar, a hand slot and a way of presenting the score.

The inventory
The inventory had to have four slots, and fit the steampunk theme of the game. This gave me a lot […]

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Program: Graphics

Wroking on the HUD

It is the final week before the beta. There is lots to be done, and the team is working really hard to see everything finished and presentable.
My job this week has been to design the different components of the heads up display, or HUD. This means an inventory bar, a hand slot and a way of presenting the score.

The inventory
The inventory had to have four slots, and fit the steampunk theme of the game. This gave me a lot […]

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Program: Graphics

Power-Ups Sprites (Pickup) – The Last Signal

Sammanfattning
Jag jobbar på spelkonceptet The Last Signal och det här är den sjätte veckan vi jobbat på det projektet. Den här veckan har jag jobbat med pickup power-up sprites och även fortsatt mixa lite med ljud och menyn till spelet.
Pickup Power-up Sprites
Att göra pickup sprites för power-ups var det första grafiska arbetet jag kände var problematiskt när det kom till själva designen. Först skulle jag lista ut hur grunden till alla sprites skulle se ut så man vet att de […]

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Program: Graphics

Power-Ups Sprites (Pickup) – The Last Signal

Sammanfattning
Jag jobbar på spelkonceptet The Last Signal och det här är den sjätte veckan vi jobbat på det projektet. Den här veckan har jag jobbat med pickup power-up sprites och även fortsatt mixa lite med ljud och menyn till spelet.
Pickup Power-up Sprites
Att göra pickup sprites för power-ups var det första grafiska arbetet jag kände var problematiskt när det kom till själva designen. Först skulle jag lista ut hur grunden till alla sprites skulle se ut så man vet att de […]

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Program: Graphics

Week 7

Week 7
This week we have a an internal deadline for basic features, that is the be included in the Beta. For me this results as working in on the background as always and continuing on the menu. This week I will be focusing on getting the menu completely finished. Not working a lot on the background since it does not need to be perfect for the Beta, and I have a lot of time to polish it after the Beta. […]

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Program: Graphics

Week 7

Week 7
This week we have a an internal deadline for basic features, that is the be included in the Beta. For me this results as working in on the background as always and continuing on the menu. This week I will be focusing on getting the menu completely finished. Not working a lot on the background since it does not need to be perfect for the Beta, and I have a lot of time to polish it after the Beta. […]

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Program: Graphics

Dragon’s Song Power Ups – Let’s Hans Zimmer This Thing

This week saw us running into some really stiff problems that in the end meant we likely cannot do our game the way we wanted it. A very stubborn problem with sound latency that even the teachers can’t seem to solve means we now have to abandon the rhythmical aspects of our gameplay. This means redesign only 3 weeks before final and just a few days before beta playtesting. We feel safe in the knowledge that we’ve done a thorough […]

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Program: Graphics

Dragon’s Song Power Ups – Let’s Hans Zimmer This Thing

This week saw us running into some really stiff problems that in the end meant we likely cannot do our game the way we wanted it. A very stubborn problem with sound latency that even the teachers can’t seem to solve means we now have to abandon the rhythmical aspects of our gameplay. This means redesign only 3 weeks before final and just a few days before beta playtesting. We feel safe in the knowledge that we’ve done a thorough […]

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Program: Graphics

Weekly assignment #4 – Enemy character animations – again.

Hello people!
So these last weeks posts will be very repetitive since I will do all I have done all over again. It doesn’t seems to be moving forward and that has put me in sort of a bad mood. This week I was supposed to do the enemy character animations;

Enemy walk cycle (character walking around)
Enemy flood (character using its water hose to fill up the ground with water)
Enemy catch mole (character catching the mole when coming in contact)

The walk cycle […]

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Program: Graphics

Weekly assignment #4 – Enemy character animations – again.

Hello people!
So these last weeks posts will be very repetitive since I will do all I have done all over again. It doesn’t seems to be moving forward and that has put me in sort of a bad mood. This week I was supposed to do the enemy character animations;

Enemy walk cycle (character walking around)
Enemy flood (character using its water hose to fill up the ground with water)
Enemy catch mole (character catching the mole when coming in contact)

The walk cycle […]

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Program: Graphics

Weekly assignment #4 – Enemy character animations – again.

Hello people!
So these last weeks posts will be very repetitive since I will do all I have done all over again. It doesn’t seems to be moving forward and that has put me in sort of a bad mood. This week I was supposed to do the enemy character animations;

Enemy walk cycle (character walking around)
Enemy flood (character using its water hose to fill up the ground with water)
Enemy catch mole (character catching the mole when coming in contact)

The walk cycle […]

/ Comments Off on Weekly assignment #4 – Enemy character animations – again.
Program: Graphics

Weekly assignment #4 – Enemy character animations – again.

Hello people!
So these last weeks posts will be very repetitive since I will do all I have done all over again. It doesn’t seems to be moving forward and that has put me in sort of a bad mood. This week I was supposed to do the enemy character animations;

Enemy walk cycle (character walking around)
Enemy flood (character using its water hose to fill up the ground with water)
Enemy catch mole (character catching the mole when coming in contact)

The walk cycle […]

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Program: Graphics

Ambient Pressure Level Design part 2

As the art of the game is nearly completely done, I have once again been roped into making suggestions for level design. Given I also did level design last week, I didn’t need to do nearly as much brainstorming to come up with ideas this week, instead focusing at making plenty of level design suggestions.
As of today, I currently have ten new level suggestions.
The main issue with this remains the same as the last week – the levels need to […]

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Program: Graphics

Ambient Pressure Level Design part 2

As the art of the game is nearly completely done, I have once again been roped into making suggestions for level design. Given I also did level design last week, I didn’t need to do nearly as much brainstorming to come up with ideas this week, instead focusing at making plenty of level design suggestions.
As of today, I currently have ten new level suggestions.
The main issue with this remains the same as the last week – the levels need to […]

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Program: Graphics