Browsing 'Graphics': Posts from Game Design and Graphics

Mole-directions and digging-animation
In the fifth week of development, me and the team prepare ourselves for the alpha presentation on friday.
During friday last week, I was finaly done with the mole sprite ones and for all. Here’s his final look.
I finished fixing his left arm and some minor parts of his body. Now he looks like a fully fletched character.
After friday, during the weekend, I spent the time in my home on the mainland and this was really lucky […]

Mole-directions and digging-animation
In the fifth week of development, me and the team prepare ourselves for the alpha presentation on friday.
During friday last week, I was finaly done with the mole sprite ones and for all. Here’s his final look.
I finished fixing his left arm and some minor parts of his body. Now he looks like a fully fletched character.
After friday, during the weekend, I spent the time in my home on the mainland and this was really lucky […]

Level design & presentation
Second post of this project!
There really won’t be much to write about this past week since the weekend went to other things and then I got struck by a pretty nasty cold. I only got to work on things related to the project these last few days.
What I did work on was drafts of a few ideas for the level design and the alpha presentation.
The level design drafts was basically a few ideas put down on paper about how we […]

Level design & presentation
Second post of this project!
There really won’t be much to write about this past week since the weekend went to other things and then I got struck by a pretty nasty cold. I only got to work on things related to the project these last few days.
What I did work on was drafts of a few ideas for the level design and the alpha presentation.
The level design drafts was basically a few ideas put down on paper about how we […]

Player Avatar – Walk animation
Work on building a game is progressing, and last week I wrote about the test animation I did for the player avatar. Now, before I go into detail about my process while doing the first attempt at a proper animation, let’s do a quick run-through of what the game is really about.
My group, also known as Team 1, are working on the game “The Fancy Mansion Heist” (working title), which is about a burglar breaking into the luxurious mansion of Mr. […]

Player Avatar – Walk animation
Work on building a game is progressing, and last week I wrote about the test animation I did for the player avatar. Now, before I go into detail about my process while doing the first attempt at a proper animation, let’s do a quick run-through of what the game is really about.
My group, also known as Team 1, are working on the game “The Fancy Mansion Heist” (working title), which is about a burglar breaking into the luxurious mansion of Mr. […]

Weekly assignment #2 Enemy Character animations.
Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

Weekly assignment #2 Enemy Character animations.
Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

Weekly assignment #2 Enemy Character animations.
Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

Weekly assignment #2 Enemy Character animations.
Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

Game Production: Feature 2
This week I have been working on our main characters animations. Beginning with the walk cycles and attack specifically. It has been going pretty good, animation is something that I feel I know how to do since I have studied animation before. The hardest part was to make them look good on such a small model. But after some experimentation and trial and error I came up with a technique that I liked and looked good enough for this project.
Production […]

Game Production: Feature 2
This week I have been working on our main characters animations. Beginning with the walk cycles and attack specifically. It has been going pretty good, animation is something that I feel I know how to do since I have studied animation before. The hardest part was to make them look good on such a small model. But after some experimentation and trial and error I came up with a technique that I liked and looked good enough for this project.
Production […]

Artifact 2, Heartbeat bat
Artifact 2, Heartbeat bat
So this is week two of my blogging about the group 12 game project “heartbeat bat” and this week I am going to write about the construction about the bat character that you play as. In heartbeat bat you play as a bat that is trying to fly as fast as possible without getting hit by any obstacles that slows down your speed or get caught and slowed by enemies. By gathering speed boosts the bat […]

Artifact 2, Heartbeat bat
Artifact 2, Heartbeat bat
So this is week two of my blogging about the group 12 game project “heartbeat bat” and this week I am going to write about the construction about the bat character that you play as. In heartbeat bat you play as a bat that is trying to fly as fast as possible without getting hit by any obstacles that slows down your speed or get caught and slowed by enemies. By gathering speed boosts the bat […]

Suggestive pile of sound from the eighties
This week I have been working on developing a lot of different sounds for our game: Ambient pressure. The audio I am expected to compose is the one for: The monster fish, repellent power up, guiding arrow power up, a common sound for when all power ups are picked up and last but not least the menu music. Since I am only supposed to write about one certain artefact I will not explain the process behind all the mentioned features, […]

Suggestive pile of sound from the eighties
This week I have been working on developing a lot of different sounds for our game: Ambient pressure. The audio I am expected to compose is the one for: The monster fish, repellent power up, guiding arrow power up, a common sound for when all power ups are picked up and last but not least the menu music. Since I am only supposed to write about one certain artefact I will not explain the process behind all the mentioned features, […]

Ambient Pressure Buttons
I spent this week making the buttons for all of the menus and maintaining the Scrum Backlog. As I cannot find 400 words to write about the later, I simply will have to try with the former.
The main issue with the buttons has been to find a suitable font, as well as the changes in what exactly the buttons say. After a couple of times rewriting the buttons – changing font, changing actual words – the buttons have finally […]

Ambient Pressure Buttons
I spent this week making the buttons for all of the menus and maintaining the Scrum Backlog. As I cannot find 400 words to write about the later, I simply will have to try with the former.
The main issue with the buttons has been to find a suitable font, as well as the changes in what exactly the buttons say. After a couple of times rewriting the buttons – changing font, changing actual words – the buttons have finally […]

Ambient Pressure – Level 1(prototype tutorial)
My role in my group is part Lead Designer, part Level Designer. As Level Designer, I’ve had a hard time figuring out the proper way to do my job. Realizing the best way to teach the player is a big undertaking and forces me to take many things in account, many of which is beyond my current abilities. It is still a process undergoing and what is shown in this blog post will most likely not be in the final […]

Ambient Pressure – Level 1(prototype tutorial)
My role in my group is part Lead Designer, part Level Designer. As Level Designer, I’ve had a hard time figuring out the proper way to do my job. Realizing the best way to teach the player is a big undertaking and forces me to take many things in account, many of which is beyond my current abilities. It is still a process undergoing and what is shown in this blog post will most likely not be in the final […]

Week 5: The importance of detail!
Hello again!
So week 5 is coming to an end tomorrow with the presentation of our alpha build of Green Warden. Thanks to our programmers hard work today they managed to scramble together a functioning alpha with some of the core elements needed. I’ve been working on fixing up some sprites and parts of the GUI. However, I won’t be writing about a specific asset this time, as much as I will write about something else I’ve learned concerning designing and […]

Week 5: The importance of detail!
Hello again!
So week 5 is coming to an end tomorrow with the presentation of our alpha build of Green Warden. Thanks to our programmers hard work today they managed to scramble together a functioning alpha with some of the core elements needed. I’ve been working on fixing up some sprites and parts of the GUI. However, I won’t be writing about a specific asset this time, as much as I will write about something else I’ve learned concerning designing and […]

The Last Signal – Power Up Effect & Sound
Power-Up Effect
This week I have been working on sprites for a power-up effect that is going to be used for protection of the player and to damge enemies by bumping into them. I also got the time to revisit my astronaut design and correct some problems I had made.
First off, this was my design for the power up effect:
To the left we have the player sprite applied with the power-up effect sprite and to the left just the […]

The Last Signal – Power Up Effect & Sound
Power-Up Effect
This week I have been working on sprites for a power-up effect that is going to be used for protection of the player and to damge enemies by bumping into them. I also got the time to revisit my astronaut design and correct some problems I had made.
First off, this was my design for the power up effect:
To the left we have the player sprite applied with the power-up effect sprite and to the left just the […]