Browsing 'Graphics': Posts from Game Design and Graphics

Development blog 4: Animation and boss

Good morning all. As one of the artist in group Zombie. I am excited to present you our 4th development blog- the animation and the boss. Now you already know how were the enemies and playable character designed, it is time for me to introduce you to the animations and boss in our Exploration game – Umibozu.
Enemies in Umibozu need animations. Whenever the enemies attack, being attacked, being killed, there should be feedbacks for the players so that the player […]

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Program: Graphics

Development blog 4: Animation and boss

Good morning all. As one of the artist in group Zombie. I am excited to present you our 4th development blog- the animation and the boss. Now you already know how were the enemies and playable character designed, it is time for me to introduce you to the animations and boss in our Exploration game – Umibozu.
Enemies in Umibozu need animations. Whenever the enemies attack, being attacked, being killed, there should be feedbacks for the players so that the player […]

/ Comments Off on Development blog 4: Animation and boss
Program: Graphics

An over-whale-ming amount of whales

Yet another week spent dealing with whales, this time in the form of animation. A couple of weeks ago we made animations for our graphics class, and I made the choice to animate the boss of our game – Aetherial. In our version of the game, that boss is a whale inspired by Moby Dick, a design choice that can be read about here. I of course also made the animations because they were a requirement for the game, […]

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Program: Graphics

An over-whale-ming amount of whales

Yet another week spent dealing with whales, this time in the form of animation. A couple of weeks ago we made animations for our graphics class, and I made the choice to animate the boss of our game – Aetherial. In our version of the game, that boss is a whale inspired by Moby Dick, a design choice that can be read about here. I of course also made the animations because they were a requirement for the game, […]

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Program: Graphics

Ink.

Introduction
Creating good looking ink effects in Unity is certainly a tricky challenge, but I have throughoutly enjoyed working on it so far. I will shed some light on my thought process, what results I came up with so far and what my inkredible ambitions for the future are. So let’s dive right into it!

Research. A looot of research.
When I as the Lead Artist originally decided to go with an ink-on-paper artstyle (also known as sumi-e 墨絵 in japanese or 水墨畫 […]

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Program: Graphics

Ink.

Introduction
Creating good looking ink effects in Unity is certainly a tricky challenge, but I have throughoutly enjoyed working on it so far. I will shed some light on my thought process, what results I came up with so far and what my inkredible ambitions for the future are. So let’s dive right into it!

Research. A looot of research.
When I as the Lead Artist originally decided to go with an ink-on-paper artstyle (also known as sumi-e 墨絵 in japanese or 水墨畫 […]

/ Comments Off on Ink.
Program: Graphics

Animation cycles

Hiiiiiii!
This week I am going to write about last weeks art assignment (as I imagine many Graphics minors are). We were supposed to create at least two animation cycles of the same character, and we were encouraged to pick a character from our shoot ‘em up. Surprisingly enough, I ended up animating my beloved pink Fish (!!!!). I decided to make a death animation, idle animation and a turn-around animation.
I started with the turn-around, because I figured it would be […]

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Program: Graphics

Animation cycles

Hiiiiiii!
This week I am going to write about last weeks art assignment (as I imagine many Graphics minors are). We were supposed to create at least two animation cycles of the same character, and we were encouraged to pick a character from our shoot ‘em up. Surprisingly enough, I ended up animating my beloved pink Fish (!!!!). I decided to make a death animation, idle animation and a turn-around animation.
I started with the turn-around, because I figured it would be […]

/ Comments Off on Animation cycles
Program: Graphics

Comment on Blog Post #1

Hey duder!
Good blog! Very descriptive. I like how you explain what you were going for when doing the animation of your character, it’s helpful to know – seeing how I have a hard time animating myself. One thing you could think about though is adding more pictures! I didn’t in my blog post either, and looking at other people’s blog posts makes it apparent that it’s more informative if you do!
It would be a more interesting blog post if you […]

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Program: Graphics

Comment on Blog Post #1

Hey duder!
Good blog! Very descriptive. I like how you explain what you were going for when doing the animation of your character, it’s helpful to know – seeing how I have a hard time animating myself. One thing you could think about though is adding more pictures! I didn’t in my blog post either, and looking at other people’s blog posts makes it apparent that it’s more informative if you do!
It would be a more interesting blog post if you […]

/ Comments Off on Comment on Blog Post #1
Program: Graphics

Comment on Blog Post #2

Hey!
Good blog, dude. I really found it interesting to gain some insight, as a graphical student, into the programming process – and I really appreciate the detail you went into, without using too much programming-jargon that I wouldn’t likely understand! It helps me in understanding how I can make things easier for my own programmer in the future.
If I had to pick on something, though – it’s that I would like to see more ways in which us graphical students […]

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Program: Graphics

Comment on Blog Post #2

Hey!
Good blog, dude. I really found it interesting to gain some insight, as a graphical student, into the programming process – and I really appreciate the detail you went into, without using too much programming-jargon that I wouldn’t likely understand! It helps me in understanding how I can make things easier for my own programmer in the future.
If I had to pick on something, though – it’s that I would like to see more ways in which us graphical students […]

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Program: Graphics

How to use the Animation tools in Unity

This week we were a little short on manpower since one of the members on the team is on vacation. My tasks were more focused on importing and implementing done assets into unity as well as doing animations using the animator, instead of making assets as I usually do. Thank goodness for Scrum am I right?
So here’s a workflow instructional guide on how to import sprites into unity.
The Basics

Drag and drop all your sprite sheets into the Unity folder of […]

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Program: Graphics

How to use the Animation tools in Unity

This week we were a little short on manpower since one of the members on the team is on vacation. My tasks were more focused on importing and implementing done assets into unity as well as doing animations using the animator, instead of making assets as I usually do. Thank goodness for Scrum am I right?
So here’s a workflow instructional guide on how to import sprites into unity.
The Basics

Drag and drop all your sprite sheets into the Unity folder of […]

/ Comments Off on How to use the Animation tools in Unity
Program: Graphics

Redoing the animations before Beta…

It’s almost time for the next beta submission and everyone is barely wasting any time. Last time during the alpha presentation, few of the games were already way ahead of the others and not to mention as everyone in m group being totally new in this education without any prior experience, we were not one of them. However, the team effort was never less and thus at this beta point, we have a much better illustration of the game than […]

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Program: Graphics

Redoing the animations before Beta…

It’s almost time for the next beta submission and everyone is barely wasting any time. Last time during the alpha presentation, few of the games were already way ahead of the others and not to mention as everyone in m group being totally new in this education without any prior experience, we were not one of them. However, the team effort was never less and thus at this beta point, we have a much better illustration of the game than […]

/ Comments Off on Redoing the animations before Beta…
Program: Graphics

Blog 4

Starting Menu and GUI
Starting menus are very common elements for video games. They are so common that game designers would make these menus without justifying the necessity. In some cases, however, a traditional starting menu with different bottoms can be totally unnecessary. The menu will only break the illusion without providing any utility. Instead, a starting scene or a “safe zone” can well substitute the functionality of the game and help improve the immersion. The starting scene below made for […]

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Program: Graphics

Blog 4

Starting Menu and GUI
Starting menus are very common elements for video games. They are so common that game designers would make these menus without justifying the necessity. In some cases, however, a traditional starting menu with different bottoms can be totally unnecessary. The menu will only break the illusion without providing any utility. Instead, a starting scene or a “safe zone” can well substitute the functionality of the game and help improve the immersion. The starting scene below made for […]

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Program: Graphics

Ready, set, Scrum!

In order to keep track of our progress and make sure that we keep on schedule me and my group have been using an Agile development methodology called Scrum. The goal is to constantly work towards creating a minimum viable product, and iterating on that until the product has the features and quality desired. It is also characterized by working in small teams with short daily meetings in order to make sure that everyone knows what is going within the […]

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Program: Graphics

Ready, set, Scrum!

In order to keep track of our progress and make sure that we keep on schedule me and my group have been using an Agile development methodology called Scrum. The goal is to constantly work towards creating a minimum viable product, and iterating on that until the product has the features and quality desired. It is also characterized by working in small teams with short daily meetings in order to make sure that everyone knows what is going within the […]

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Program: Graphics

5SD064-The making of fog shape

Hi, now we come to the 4th blog in the blog journey and that means we are not far from completing the very first game in our Game Design study! This week we didn’t have any lecture from Game Design 2 but play-testing on Monday which gathered many valuable feedback to improve our game before the BETA. Today I want to talk about a small artifact from our game “Umibozu” —- fog shape.
“Fog shape” might sounds bit wired, it is […]

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Program: Graphics

5SD064-The making of fog shape

Hi, now we come to the 4th blog in the blog journey and that means we are not far from completing the very first game in our Game Design study! This week we didn’t have any lecture from Game Design 2 but play-testing on Monday which gathered many valuable feedback to improve our game before the BETA. Today I want to talk about a small artifact from our game “Umibozu” —- fog shape.
“Fog shape” might sounds bit wired, it is […]

/ Comments Off on 5SD064-The making of fog shape
Program: Graphics

Lycanthrope: Sounds…

Hello! My name is Mattias Borgqvist and I am currently working on a shoot em up game based on the concept document “A game of beelonging” by group Ouroboros.
This week I want talk about sounds and since I am the lead sound designer in our group this is something that I have been responsible for, making our game feel the right way and make sure that it feels like a harmonious and coherent experience.
Before working on “Beeloning” I had barely […]

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Program: Graphics

Lycanthrope: Sounds…

Hello! My name is Mattias Borgqvist and I am currently working on a shoot em up game based on the concept document “A game of beelonging” by group Ouroboros.
This week I want talk about sounds and since I am the lead sound designer in our group this is something that I have been responsible for, making our game feel the right way and make sure that it feels like a harmonious and coherent experience.
Before working on “Beeloning” I had barely […]

/ Comments Off on Lycanthrope: Sounds…
Program: Graphics