Browsing 'Graphics': Posts from Game Design and Graphics

Mer effekter, mer effekter (Byter till svenska)

Den här veckan har jag jobbat på animationer för diverse effekter som kommer från de olika power-upsen spelarn använder under spelets gång. Jag har även jobbat på designen för våran main-meny.
Animationer
När jag jobbade på animationerna var det första jag tänkte på färgerna. Detta gjorde jag för färgerna har stor betydelse då spelaren lätt ska kunna se skillnad på de olika effekterna och även ha en chans att kunna lista ut vad den power-upen gör för något. Exempel på det här […]

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Program: Graphics

Mer effekter, mer effekter (Byter till svenska)

Den här veckan har jag jobbat på animationer för diverse effekter som kommer från de olika power-upsen spelarn använder under spelets gång. Jag har även jobbat på designen för våran main-meny.
Animationer
När jag jobbade på animationerna var det första jag tänkte på färgerna. Detta gjorde jag för färgerna har stor betydelse då spelaren lätt ska kunna se skillnad på de olika effekterna och även ha en chans att kunna lista ut vad den power-upen gör för något. Exempel på det här […]

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Program: Graphics

Animating enemies


My team’s space shooter game has crystal enemies in it. They are moving across the screen in sync with the beat of the background music. To get the highest score, the player must hit an enemy as close to the beat pulse as possible. Instead of giving only audio feedback to help the player get a higher score, we wanted the enemies to give some visual feedback as well. Therefore I have animated two of our enemies that will change along […]

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Program: Graphics

Animating enemies


My team’s space shooter game has crystal enemies in it. They are moving across the screen in sync with the beat of the background music. To get the highest score, the player must hit an enemy as close to the beat pulse as possible. Instead of giving only audio feedback to help the player get a higher score, we wanted the enemies to give some visual feedback as well. Therefore I have animated two of our enemies that will change along […]

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Program: Graphics

GAME DEVELOPMENT WEEKLY BLOG POST NR3. LOOT ITEMS

The weeks flies by and time for another weekly blog post.
This week I have been drawn items for the player to be able to loot. These items have values and some of em have power ups that the player can use for her advantage. Also there are items that works as a trap but they have a high value because of the high risk to be detected by the antagonist.
A example of a item that I have worked on is […]

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Program: Graphics

GAME DEVELOPMENT WEEKLY BLOG POST NR3. LOOT ITEMS

The weeks flies by and time for another weekly blog post.
This week I have been drawn items for the player to be able to loot. These items have values and some of em have power ups that the player can use for her advantage. Also there are items that works as a trap but they have a high value because of the high risk to be detected by the antagonist.
A example of a item that I have worked on is […]

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Program: Graphics

Ambient Pressure Level Design

Due to the art of the game now having little for me to do, I was tasked with helping our level designer by coming up with a few level designs this week. As such, I spent a lot of the week brainstorming, and having little to show for my work.
However, as today rolled in, I had enough to do a few level suggestions.

The main issue with designing levels for this game is the […]

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Program: Graphics

Ambient Pressure Level Design

Due to the art of the game now having little for me to do, I was tasked with helping our level designer by coming up with a few level designs this week. As such, I spent a lot of the week brainstorming, and having little to show for my work.
However, as today rolled in, I had enough to do a few level suggestions.

The main issue with designing levels for this game is the […]

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Program: Graphics

Dragon Song Blogpost 3

Art
It has been an unusual week. The communication in the group seems to have toned down a bit after our alpha presentation last friday. I have for the most part just continued with the background image for our game. Polishing a few things and adding a few other. I have mostly reworked the large islands in the background from the ground up, using previous lines as a base.
When we showed our game during the play testing on the 16th of […]

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Program: Graphics

Dragon Song Blogpost 3

Art
It has been an unusual week. The communication in the group seems to have toned down a bit after our alpha presentation last friday. I have for the most part just continued with the background image for our game. Polishing a few things and adding a few other. I have mostly reworked the large islands in the background from the ground up, using previous lines as a base.
When we showed our game during the play testing on the 16th of […]

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Program: Graphics

Projectile creation and animation

This week I have continued making animations to the game. Since I last wrote about the dragon’s animation, this week, I will write about the making of the projectile. How it was made and the animation process. 

I started with brainstorming the look of the projectile. It had to have some kind of relation to singing or some kind of tune. The visualization of the projectile should be a beam that traveled from the dragon to the crystallized enemy and shatter […]

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Program: Graphics

Projectile creation and animation

This week I have continued making animations to the game. Since I last wrote about the dragon’s animation, this week, I will write about the making of the projectile. How it was made and the animation process. 

I started with brainstorming the look of the projectile. It had to have some kind of relation to singing or some kind of tune. The visualization of the projectile should be a beam that traveled from the dragon to the crystallized enemy and shatter […]

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Program: Graphics

2D Game Project: Control Freak

New week, new adventures.
I have been promoted so to speak to Lead design for our game project The Last Signal. With this comes a whole new bunch of responsibilities. One of which is ensuring the game is as good as we can make it. And a big thing with a game are the controls.
After we had our first playtesting with a bigger crowd we got a lot of feedback on the controls of the game. Some felt that they were […]

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Program: Graphics

2D Game Project: Control Freak

New week, new adventures.
I have been promoted so to speak to Lead design for our game project The Last Signal. With this comes a whole new bunch of responsibilities. One of which is ensuring the game is as good as we can make it. And a big thing with a game are the controls.
After we had our first playtesting with a bigger crowd we got a lot of feedback on the controls of the game. Some felt that they were […]

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Program: Graphics

Space Shooter Project. Blog 3. HUD Mockups

So for this blogpost I am going to go through some different HUD variations that I have been working on for our game Mole Munch. Our HUD does not have to feature a lot of different information but what it entails still needs to be displayed clearly and work artistically with the rest of the game. We have also pretty recently begun working on our interface and not everything is set in stone as far as its design goes. These […]

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Program: Graphics

Space Shooter Project. Blog 3. HUD Mockups

So for this blogpost I am going to go through some different HUD variations that I have been working on for our game Mole Munch. Our HUD does not have to feature a lot of different information but what it entails still needs to be displayed clearly and work artistically with the rest of the game. We have also pretty recently begun working on our interface and not everything is set in stone as far as its design goes. These […]

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Program: Graphics

Dev log III

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.
Denna vecka går jag igenom hur mitt arbete kring vårt väggobjekt, en lövhäck, gick till. Då vi i förra veckan fick gå från isometriskt perspektiv till […]

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Program: Graphics

Dev log III

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.
Denna vecka går jag igenom hur mitt arbete kring vårt väggobjekt, en lövhäck, gick till. Då vi i förra veckan fick gå från isometriskt perspektiv till […]

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Program: Graphics

Week 6 of the Piñata – This game needs objects

Over the course of taking the concept of Day of the Piñata and making it into a full game I have been working on the many objects the game needs. The player will play as a piñata raging through the streets on Dia de los Muertos, to wreck the festive decorations. These objects are the ones the piñata will stomp down.
To begin the process of every object I do a few quick thumbnails in no more than three shades. I […]

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Program: Graphics

Week 6 of the Piñata – This game needs objects

Over the course of taking the concept of Day of the Piñata and making it into a full game I have been working on the many objects the game needs. The player will play as a piñata raging through the streets on Dia de los Muertos, to wreck the festive decorations. These objects are the ones the piñata will stomp down.
To begin the process of every object I do a few quick thumbnails in no more than three shades. I […]

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Program: Graphics

Space Shooter Dev. 3 – Pattern

I’m starting to think there are more than one Thursday in a week with how often it feels like I’m writing these. Reflection’s good for the soul though, and since I’ve been going on and on about walls for two weeks I think it’s time for another must-have in any household: floors. Exciting, isn’t it.
Now this being Fancy Mansion I’m on about, there have to be at least three different kinds of floor to produce three different kinds of sounds. […]

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Program: Graphics

Space Shooter Dev. 3 – Pattern

I’m starting to think there are more than one Thursday in a week with how often it feels like I’m writing these. Reflection’s good for the soul though, and since I’ve been going on and on about walls for two weeks I think it’s time for another must-have in any household: floors. Exciting, isn’t it.
Now this being Fancy Mansion I’m on about, there have to be at least three different kinds of floor to produce three different kinds of sounds. […]

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Program: Graphics

Projectile creation and animation

This week I have continued making animations to the game. Since I last wrote about the dragon’s animation, this week, I will write about the making of the projectile. How it was made and the animation process. 

I started with brainstorming the look of the projectile. It had to have some kind of relation to singing or some kind of tune. The visualization of the projectile should be a beam that traveled from the dragon to the crystallized enemy and shatter […]

/ Comments Off on Projectile creation and animation
Program: Graphics

Projectile creation and animation

This week I have continued making animations to the game. Since I last wrote about the dragon’s animation, this week, I will write about the making of the projectile. How it was made and the animation process. 

I started with brainstorming the look of the projectile. It had to have some kind of relation to singing or some kind of tune. The visualization of the projectile should be a beam that traveled from the dragon to the crystallized enemy and shatter […]

/ Comments Off on Projectile creation and animation
Program: Graphics