Browsing 'Graphics': Posts from Game Design and Graphics
Game Design Week 7 – The Making of a Large Monster
I’ve been working on several things during these past weeks, but not all of them are so interesting to read about. So, one of the most fun task I’ve undertaken was to create and draw the large enemy fish that is chasing the player for the duration of the game play. For two sprints I – among other things – made a concept illustration, changed and refined that design, and tuned the colours.
In the planning stage, I made some quick […]
Game Design Week 7 – The Making of a Large Monster
I’ve been working on several things during these past weeks, but not all of them are so interesting to read about. So, one of the most fun task I’ve undertaken was to create and draw the large enemy fish that is chasing the player for the duration of the game play. For two sprints I – among other things – made a concept illustration, changed and refined that design, and tuned the colours.
In the planning stage, I made some quick […]
Game Design Week 4 – The Making of a Large Monster
I’ve been working on several things during these past weeks, but not all of them are so interesting to read about. So, one of the most fun task I’ve undertaken was to create and draw the large enemy fish that is chasing the player for the duration of the game play. For two sprints I – among other things – made a concept illustration, changed and refined that design, and tuned the colours.
In the planning stage, I made some quick […]
Game Design Week 4 – The Making of a Large Monster
I’ve been working on several things during these past weeks, but not all of them are so interesting to read about. So, one of the most fun task I’ve undertaken was to create and draw the large enemy fish that is chasing the player for the duration of the game play. For two sprints I – among other things – made a concept illustration, changed and refined that design, and tuned the colours.
In the planning stage, I made some quick […]
Enemy Movement Design
In this post I would like to talk about the movement design of our bird enemy.
The bird enemy is the first and the weakest that a player counters. It flies in a covey and moves slow compared to the other enemies. It shoots projectiles when afar, and does an electric attack when closeby. The enemy has different spawn points at the right side of the screen, flying towards the player avatar on the left. It uses all the game field […]
Enemy Movement Design
In this post I would like to talk about the movement design of our bird enemy.
The bird enemy is the first and the weakest that a player counters. It flies in a covey and moves slow compared to the other enemies. It shoots projectiles when afar, and does an electric attack when closeby. The enemy has different spawn points at the right side of the screen, flying towards the player avatar on the left. It uses all the game field […]
Crates
This week’s challenge for me was making the crates. During the playtesting session we had a problem with players not knowing that the crates were a pick up. They kept avoiding them because they thought it was cliffs or something else to avoid. I can agree that it was hard to see that they were crates. It looked more like a reef.
I made a few different designs, but it was still hard to see that they were something positive, something […]
Crates
This week’s challenge for me was making the crates. During the playtesting session we had a problem with players not knowing that the crates were a pick up. They kept avoiding them because they thought it was cliffs or something else to avoid. I can agree that it was hard to see that they were crates. It looked more like a reef.
I made a few different designs, but it was still hard to see that they were something positive, something […]
Whale, Whale, Whale – a design process
This week we’ll take a look at the design of the boss. I designed and drew everything in Photoshop CC 2017.
The antagonist and final boss of Aetherial is a whale by the name of Leviathan. Team Qilin, or rather I, chose to look away from the whole sea-monster thing and instead focus on the Moby Dick side of the game. The Moby Dick influences came from the tagline of the Concept Document; “Moby Dick of the skies”. Moby Dick was […]
Whale, Whale, Whale – a design process
This week we’ll take a look at the design of the boss. I designed and drew everything in Photoshop CC 2017.
The antagonist and final boss of Aetherial is a whale by the name of Leviathan. Team Qilin, or rather I, chose to look away from the whole sea-monster thing and instead focus on the Moby Dick side of the game. The Moby Dick influences came from the tagline of the Concept Document; “Moby Dick of the skies”. Moby Dick was […]
Animations…Animations
Working with animations was a pretty big stepping stone for me as a person who never had any prior experience. The first time I learned about doing animations in Leo’s class, I was pretty much awed thinking about the capacity of creativity that can be flourished through Photoshop. It wasn’t easy, took me quite some time to grasp the basics. But I did, through many trials and errors and with some help from classmates. The concept game that we are […]
Animations…Animations
Working with animations was a pretty big stepping stone for me as a person who never had any prior experience. The first time I learned about doing animations in Leo’s class, I was pretty much awed thinking about the capacity of creativity that can be flourished through Photoshop. It wasn’t easy, took me quite some time to grasp the basics. But I did, through many trials and errors and with some help from classmates. The concept game that we are […]
2. A totally new sound experience
I had more focus on the sounds for the game this week since I am the one responsible for it. I had no experience on that whatsoever so the main focus have been to learn the basics of Audacity and LMMS. The goal was to get some kind of background sound and sounds for the main character of our game. Some sounds will be recorded be me and others will be someone elses creation. The already recorded sound I found […]
2. A totally new sound experience
I had more focus on the sounds for the game this week since I am the one responsible for it. I had no experience on that whatsoever so the main focus have been to learn the basics of Audacity and LMMS. The goal was to get some kind of background sound and sounds for the main character of our game. Some sounds will be recorded be me and others will be someone elses creation. The already recorded sound I found […]
Animations!
Entry Journal 2018/02/15
Today’s topic is about the animations that were made for Aetherial, the game that me and my group are developing. In this week’s sprint planning we went over the milestones that had to be reached before the Alpha Presentation deadline on Thursday, as well as the crucial requirements that the game has to fulfill in order to consider it successful, once of which was the power up ability. In the case of Aetherial, this attribute meant that the […]
Animations!
Entry Journal 2018/02/15
Today’s topic is about the animations that were made for Aetherial, the game that me and my group are developing. In this week’s sprint planning we went over the milestones that had to be reached before the Alpha Presentation deadline on Thursday, as well as the crucial requirements that the game has to fulfill in order to consider it successful, once of which was the power up ability. In the case of Aetherial, this attribute meant that the […]
Development blog 2: enemy design
Good morning all. As one of the artist in group Zombie. I am excited to present you our second development blog- the enemy design. I will continue this blog from the previous one and talk about the enemies that will appear in our Exploration game- Umibozu.
This time we will talk about how the arts were designed based on our newly determined perspective. In our case, Umibozu was an exploration game, we wanted to reward people when they discover something. People […]
Development blog 2: enemy design
Good morning all. As one of the artist in group Zombie. I am excited to present you our second development blog- the enemy design. I will continue this blog from the previous one and talk about the enemies that will appear in our Exploration game- Umibozu.
This time we will talk about how the arts were designed based on our newly determined perspective. In our case, Umibozu was an exploration game, we wanted to reward people when they discover something. People […]
2/15/18 Communication in art
Have you ever stopped and thought how some problems could’ve been avoided? Maybe you should’ve mentioned that thing you were worried about before, or maybe you could’ve listened to your friend since the beginning. All this because of a lack of communication.
There’s all sorts of communication, from group communications to your very own body telling you that you are hungry, and all of them are very important. However, communication in art is essential for game design and we realized this […]
2/15/18 Communication in art
Have you ever stopped and thought how some problems could’ve been avoided? Maybe you should’ve mentioned that thing you were worried about before, or maybe you could’ve listened to your friend since the beginning. All this because of a lack of communication.
There’s all sorts of communication, from group communications to your very own body telling you that you are hungry, and all of them are very important. However, communication in art is essential for game design and we realized this […]