Browsing 'Graphics': Posts from Game Design and Graphics

Even more animations

So lately I have been working on reworking some animations for our game Fancy Mansion. What I have been trying to do is to make our walking animation more comical to fit our style or eventually get the comical aspect down in some other animations. The hard part of this task is to exaggerate some aspects of the movement and to translate it to our pixelated style. So far I haven’t been able to transition this exaggerated movement in a […]

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Program: Graphics

Even more animations

So lately I have been working on reworking some animations for our game Fancy Mansion. What I have been trying to do is to make our walking animation more comical to fit our style or eventually get the comical aspect down in some other animations. The hard part of this task is to exaggerate some aspects of the movement and to translate it to our pixelated style. So far I haven’t been able to transition this exaggerated movement in a […]

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Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

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Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

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Program: Graphics

Week 6 of spelutveckling introduktion-Logger animation part 2


This week I continued working on the logger animations. I started out with working on the walk animations, with the one facing the viewer being worked on first.
Using the same technique as last week, that is I used the lasso tool in photoshop to select the left foot, and moved it slightly toward the viewer, then redrew the ankle and thigh so that it connected to the foot feasibly, after which i moved the right foot slightly […]

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Program: Graphics

Week 6 of spelutveckling introduktion-Logger animation part 2


This week I continued working on the logger animations. I started out with working on the walk animations, with the one facing the viewer being worked on first.
Using the same technique as last week, that is I used the lasso tool in photoshop to select the left foot, and moved it slightly toward the viewer, then redrew the ankle and thigh so that it connected to the foot feasibly, after which i moved the right foot slightly […]

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Program: Graphics

Game Development Blog 3.

This week in our game development course things have been a little bit contradictory.
After the alpha was completed and our group was allowed to stay together, we ended up a little bit on a cloud and as such I am fearfull of the fact that we might have fallen a bit behind again. At the moment we are in a place that is still not so bad, but I am a little bit uneasy about the future 4 weeks. Anyways, […]

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Program: Graphics

Game Development Blog 3.

This week in our game development course things have been a little bit contradictory.
After the alpha was completed and our group was allowed to stay together, we ended up a little bit on a cloud and as such I am fearfull of the fact that we might have fallen a bit behind again. At the moment we are in a place that is still not so bad, but I am a little bit uneasy about the future 4 weeks. Anyways, […]

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Program: Graphics

Ambient Pressure: Swimming Animation, Diver

This week I’ll be talking about my process in the making of the main character’s animation.
First off, I did a very loose sketch of how the animation could look like, even before the base sprite was finished. This was to just feel if I could really pull off a swimming animation and to give myself some time to consider how to work with it. So, here is the first sketch which I worked from:

It only includes the basic, main […]

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Program: Graphics

Ambient Pressure: Swimming Animation, Diver

This week I’ll be talking about my process in the making of the main character’s animation.
First off, I did a very loose sketch of how the animation could look like, even before the base sprite was finished. This was to just feel if I could really pull off a swimming animation and to give myself some time to consider how to work with it. So, here is the first sketch which I worked from:

It only includes the basic, main […]

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Program: Graphics

First of tutorial levels

I was persuaded to split up my design for a large Mole Munch tutorial level into smaller levels, and I belive this was fortunate because now when somebody tries the game they won´t need to deal with too much new information within a single level. It also allowed for some new dynamics when I decided to make the first level quite small and without any real danger to the player.
Because the game only use the arrow keys, one key to […]

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Program: Graphics

First of tutorial levels

I was persuaded to split up my design for a large Mole Munch tutorial level into smaller levels, and I belive this was fortunate because now when somebody tries the game they won´t need to deal with too much new information within a single level. It also allowed for some new dynamics when I decided to make the first level quite small and without any real danger to the player.
Because the game only use the arrow keys, one key to […]

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Program: Graphics

Animating Items

Hello Magic Writer fans!
So this week I have been working mainly on animating the objects that the wizard throws. We had discussed whether or not to have animated objects. The thought process being that we would lose out on more objects in favor of more polished ones. I had long been an advocate for having animated objects as this would make the game look and feel a lot better in my opinion. I agree that having a big library of […]

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Program: Graphics

Animating Items

Hello Magic Writer fans!
So this week I have been working mainly on animating the objects that the wizard throws. We had discussed whether or not to have animated objects. The thought process being that we would lose out on more objects in favor of more polished ones. I had long been an advocate for having animated objects as this would make the game look and feel a lot better in my opinion. I agree that having a big library of […]

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Program: Graphics

Space Shooter Project Blog: Post #3

It’s once again time to shed light on the work I’v done this week. Since I finished the design for the first level last week, I have now been assigned to work on the decorations for the level. In this post I will cover the first two props I made and  some of the thoughts that went into them.

These are the props; a barrel and a container, seen from above. The first one I made was the barrel, […]

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Program: Graphics

Space Shooter Project Blog: Post #3

It’s once again time to shed light on the work I’v done this week. Since I finished the design for the first level last week, I have now been assigned to work on the decorations for the level. In this post I will cover the first two props I made and  some of the thoughts that went into them.

These are the props; a barrel and a container, seen from above. The first one I made was the barrel, […]

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Program: Graphics

Week 6 Mole Munch

Week 6 of the production. It has been a week since the alpha presentation. Our presentation went great and we got some feedback from our scrum master telling us that we did a good job. We did not get our water mechanic to work tough which was a real bummer. Still, our game showed the main mechanics and our teacher understood what the game was about.

 
This week I worked on the animation for the digging transition between overworld and underground. […]

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Program: Graphics

Week 6 Mole Munch

Week 6 of the production. It has been a week since the alpha presentation. Our presentation went great and we got some feedback from our scrum master telling us that we did a good job. We did not get our water mechanic to work tough which was a real bummer. Still, our game showed the main mechanics and our teacher understood what the game was about.

 
This week I worked on the animation for the digging transition between overworld and underground. […]

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Program: Graphics

Creating sound FX for Dragon’s Song part 1 – Lasers vs singing

So moving into Beta I’m tasked with creating a lot of different sound FX for our game. The first thing I need to say is that while a laser sound or a gun FX might be just a second long little snippet of noise they are actually often more difficult and time consuming to produce than a soundtrack. As a musician I have years of education, experience and tools to help me perform, but when asked: ”how does a singing […]

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Program: Graphics

Creating sound FX for Dragon’s Song part 1 – Lasers vs singing

So moving into Beta I’m tasked with creating a lot of different sound FX for our game. The first thing I need to say is that while a laser sound or a gun FX might be just a second long little snippet of noise they are actually often more difficult and time consuming to produce than a soundtrack. As a musician I have years of education, experience and tools to help me perform, but when asked: ”how does a singing […]

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Program: Graphics

Creating sound FX for Dragon’s Song part 1 – Lasers vs singing

So moving into Beta I’m tasked with creating a lot of different sound FX for our game. The first thing I need to say is that while a laser sound or a gun FX might be just a second long little snippet of noise they are actually often more difficult and time consuming to produce than a soundtrack. As a musician I have years of education, experience and tools to help me perform, but when asked: ”how does a singing […]

/ Comments Off on Creating sound FX for Dragon’s Song part 1 – Lasers vs singing
Program: Graphics

Creating sound FX for Dragon’s Song part 1 – Lasers vs singing

So moving into Beta I’m tasked with creating a lot of different sound FX for our game. The first thing I need to say is that while a laser sound or a gun FX might be just a second long little snippet of noise they are actually often more difficult and time consuming to produce than a soundtrack. As a musician I have years of education, experience and tools to help me perform, but when asked: ”how does a singing […]

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Program: Graphics

Weapon concepts for Otto

As the sixth week is now coming to an end, we are closing up on the beta. With three weeks to go, there is lots to be done. For this week, I have been working on some weapon concepts for our protagonist, Otto. If you are not familiar with it, the theme we chose for the game is steampunk with characters as personified animals. Otto is the great old turtle inventor, tall but slow paced, with a shell coated in […]

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Program: Graphics

Weapon concepts for Otto

As the sixth week is now coming to an end, we are closing up on the beta. With three weeks to go, there is lots to be done. For this week, I have been working on some weapon concepts for our protagonist, Otto. If you are not familiar with it, the theme we chose for the game is steampunk with characters as personified animals. Otto is the great old turtle inventor, tall but slow paced, with a shell coated in […]

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Program: Graphics