Browsing 'Graphics': Posts from Game Design and Graphics

Game Development Process Week 5
Here we go again with a new post about the development process of Team 8:s game: Last Signal.
This week I am working on creating the whole level of our game. The story of the game plays out in a spaceship and the way we have designed the game we only have one level that you have to get through. But hopefully that level is big enough that it gives the player a satisfactory playtime.
We have gone through some different ways […]

Game Development Process Week 5
Here we go again with a new post about the development process of Team 8:s game: Last Signal.
This week I am working on creating the whole level of our game. The story of the game plays out in a spaceship and the way we have designed the game we only have one level that you have to get through. But hopefully that level is big enough that it gives the player a satisfactory playtime.
We have gone through some different ways […]

Powerups and powerdowns
Before the beta is due we need to make sure that all of our in game features are implemented. At the moment we only have some of those features. Our character can throw glow sticks to light up the path around him and he can use one powerup. The powerup is used to hide from the bad guy(Otto). The powerup is a bear rug which you can pick up, and if you turn it in with the other valuables, it […]

Powerups and powerdowns
Before the beta is due we need to make sure that all of our in game features are implemented. At the moment we only have some of those features. Our character can throw glow sticks to light up the path around him and he can use one powerup. The powerup is used to hide from the bad guy(Otto). The powerup is a bear rug which you can pick up, and if you turn it in with the other valuables, it […]

Lincoln Ranger 3D model
A couple of weeks ago, as an assignment of the 3D2 course, we had to model a high poly and a low poly version of either a generator (which I chose to do) and a telephonebooth. After finishing modeling we had to bake maps from the high poly model to the lowpoly model and later put it into an enviroment which should be properly lighted. Below is what I created for this assignment. A couple of weeks ago, as an assignment of the 3D2 course, we had to model a high poly and a low poly version of either a generator (which I chose to do) and a telephonebooth. After finishing modeling we had to bake maps from the high poly model to the lowpoly model and later put it into an enviroment which should be properly lighted. Below is what I created for this assignment.
Model in 3Dsmax with trangle count and poly count.
Lincoln Ranger 3D model
Model in 3Dsmax with trangle count and poly count.

Spelutveckling – introduction – Projekt arbetet / vecka 5
Förra veckan jobbade jag med att animera vattnet i bakgrunden till spelet vi jobbar på. Detta för att försöka få in mer liv i spelet och få det att kännas mindre platt.
Här är en bild på hur vattnet såg ut innan jag började jobba på det:
Ointressant och väldigt tråkig, men den har fyllt sin funktion som platshållarbild fram tills nu
.
Efter lite effekter på vattnet, lugnat ned vågorna, ritat dit några snäckor och lagt på sandkorn känner jag att […]

Spelutveckling – introduction – Projekt arbetet / vecka 5
Förra veckan jobbade jag med att animera vattnet i bakgrunden till spelet vi jobbar på. Detta för att försöka få in mer liv i spelet och få det att kännas mindre platt.
Här är en bild på hur vattnet såg ut innan jag började jobba på det:
Ointressant och väldigt tråkig, men den har fyllt sin funktion som platshållarbild fram tills nu
.
Efter lite effekter på vattnet, lugnat ned vågorna, ritat dit några snäckor och lagt på sandkorn känner jag att […]

Dev log II
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.
Jag har tyvärr tråkiga nyheter angående vår grafik till spelet… Eftersom vi grafiker blev lovade isometrisk utförande av spelet så har vi arbetat efter dessa premisser. […]

Dev log II
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.
Jag har tyvärr tråkiga nyheter angående vår grafik till spelet… Eftersom vi grafiker blev lovade isometrisk utförande av spelet så har vi arbetat efter dessa premisser. […]

Concept art week 5, Oishi turnaround
In the beginning of the course we got to make a case study about a samurai named Oishi. The following weeks has been about making a key shot from the story and now character concepts. Last week was about drawing Oishi in two different styles.
This week was about choosing one of these styles and make a turnaround. I chose the Marvel styled one since the other style was too simple.
It was close to not making the deadline since […]

Concept art week 5, Oishi turnaround
In the beginning of the course we got to make a case study about a samurai named Oishi. The following weeks has been about making a key shot from the story and now character concepts. Last week was about drawing Oishi in two different styles.
This week was about choosing one of these styles and make a turnaround. I chose the Marvel styled one since the other style was too simple.
It was close to not making the deadline since […]

Game dev: Mole animations (Group 13)
Hi!
This week, except for programming I have worked on animating the main character in Mole Munch; a mole. Initially I felt pretty intimidated by the task, as I had never animated any animals and especially not a mole before. In addition to that, Mole Munch is an isometric game. As a result, I must animate the mole with the camera at a 45 degree angle.
Like this!
First things first though. How do moles walk? I began my week by doing some […]

Game dev: Mole animations (Group 13)
Hi!
This week, except for programming I have worked on animating the main character in Mole Munch; a mole. Initially I felt pretty intimidated by the task, as I had never animated any animals and especially not a mole before. In addition to that, Mole Munch is an isometric game. As a result, I must animate the mole with the camera at a 45 degree angle.
Like this!
First things first though. How do moles walk? I began my week by doing some […]

Artifact Post #2
The “Power Ups”
For week 2 I chose to write about the items in our game and what design decisions I’ve made.I’ve been finishing up the sprites for the items, that the player will be able to pick up in game. Cleaning up the sketches and altering the colors, as well as the refining the shapes.
The game currently requires 4 items:
Health Pack
Overcharge
Battery Pack
Time Warp
Time Warp […]

Artifact Post #2
The “Power Ups”
For week 2 I chose to write about the items in our game and what design decisions I’ve made.I’ve been finishing up the sprites for the items, that the player will be able to pick up in game. Cleaning up the sketches and altering the colors, as well as the refining the shapes.
The game currently requires 4 items:
Health Pack
Overcharge
Battery Pack
Time Warp
Time Warp […]

Week 5 of Spelutveckling, introduktion. Logger Animation.
This week, I primarily worked on these three animations, in the order left to right.
The design and base images was already created by my teams Lead Artist, Nisse. What I did with them was modify the the parts and then put it into different frames. I did however use different techniques for each one. The first one I worked on, the leftmost one, I kept the base image as the first frame, Then I copied the same […]

Week 5 of Spelutveckling, introduktion. Logger Animation.
This week, I primarily worked on these three animations, in the order left to right.
The design and base images was already created by my teams Lead Artist, Nisse. What I did with them was modify the the parts and then put it into different frames. I did however use different techniques for each one. The first one I worked on, the leftmost one, I kept the base image as the first frame, Then I copied the same […]

Sprites is the subject for this week. I will present and examine the ones I´ve been working on during the week. I´ll try to cover the process in as much detail as possible and give you some tips and ideas that helped me along the way.
So here are one of the sprites I made this week, shown as an animated gif to give you an idea of what the end result may look like.
As I´m sure there are more […]

Sprites is the subject for this week. I will present and examine the ones I´ve been working on during the week. I´ll try to cover the process in as much detail as possible and give you some tips and ideas that helped me along the way.
So here are one of the sprites I made this week, shown as an animated gif to give you an idea of what the end result may look like.
As I´m sure there are more […]

GAME DEVELOPMENT WEEKLY BLOG POST NR2. Sprite sheet
This week I have done some some new stuff, this stuff is called sprite sheet. A sprite is a single graphic image that is incorporated into a larger scene so that it appears to be part of the scene. When you put many sprites into a single image you get a sprite sheet. Sprite sheets are used to speed up the process of displaying images to the screen. Sprite sheet animation is sprites that rendering in a quick succession to […]

GAME DEVELOPMENT WEEKLY BLOG POST NR2. Sprite sheet
This week I have done some some new stuff, this stuff is called sprite sheet. A sprite is a single graphic image that is incorporated into a larger scene so that it appears to be part of the scene. When you put many sprites into a single image you get a sprite sheet. Sprite sheets are used to speed up the process of displaying images to the screen. Sprite sheet animation is sprites that rendering in a quick succession to […]

The eighth passenger of Icaros 1
Going from white, sterile spaceship interiors to slimy (probably unhygienic) alien stowaways; I was put in charge of designing and animating the first enemy the player will encounter in the game. The original concept document already had completed enemy designs but the group found them to be more adorable than terrifying, which did not really match the tone we were going for. One of the main aesthetics of the game is the dark and haunting atmosphere of being aboard a […]

The eighth passenger of Icaros 1
Going from white, sterile spaceship interiors to slimy (probably unhygienic) alien stowaways; I was put in charge of designing and animating the first enemy the player will encounter in the game. The original concept document already had completed enemy designs but the group found them to be more adorable than terrifying, which did not really match the tone we were going for. One of the main aesthetics of the game is the dark and haunting atmosphere of being aboard a […]