Browsing 'Graphics': Posts from Game Design and Graphics
BGP Week 6
This week my task was to start implementing the graphical assets we have created. I started first to put together the wind themed level, based on feedback from this weeks “quality time” meeting with the teachers, we decided to make the wind level to be more vertical. Now the new wind level got more height differences in the pillars. The idea was to make the pillar platforms like a city.
Before:
After:
some more screenshots of the wind level : This week my task was to start implementing the graphical assets we have created. I started first to put together the wind themed level, based on feedback from this weeks “quality time” meeting with the teachers, we decided to make the wind level to be more vertical. Now the new wind level got more height differences in the pillars. The idea was to make the pillar platforms like a city. some more screenshots of the wind level :
BGP Week 6
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After:
Week 5
Week 5
Late post this week.. Last week’s feedback session gave us some things to think about although we already knew most of the things we heard from the playtesters.
This week has been spent on iterating my assets, changing the models and textures aswell as optimizing the normalmaps on the rock and trees. On the previous version we had 2 different Spruce models which I stuck into the ground to make them in different sizes on the terrain. Unfortunately placing assets […]
Week 5
Week 5
Late post this week.. Last week’s feedback session gave us some things to think about although we already knew most of the things we heard from the playtesters.
This week has been spent on iterating my assets, changing the models and textures aswell as optimizing the normalmaps on the rock and trees. On the previous version we had 2 different Spruce models which I stuck into the ground to make them in different sizes on the terrain. Unfortunately placing assets […]
Week 5
Week 5
Late post this week.. Last week’s feedback session gave us some things to think about although we already knew most of the things we heard from the playtesters.
This week has been spent on iterating my assets, changing the models and textures aswell as optimizing the normalmaps on the rock and trees. On the previous version we had 2 different Spruce models which I stuck into the ground to make them in different sizes on the terrain. Unfortunately placing assets […]
Week 5
Week 5
Late post this week.. Last week’s feedback session gave us some things to think about although we already knew most of the things we heard from the playtesters.
This week has been spent on iterating my assets, changing the models and textures aswell as optimizing the normalmaps on the rock and trees. On the previous version we had 2 different Spruce models which I stuck into the ground to make them in different sizes on the terrain. Unfortunately placing assets […]
Big Game Project (week6)
It’s been a productive week even dough the first days were spent discussing feedback from last week’s alpha presentation, we also had a meeting with a teacher about our graphical style and production pace which we needed some guidance and advice with.
Our work flow have been effected by that we constantly asked for feedback about the things we were doing on the graphical part instead of finishing it first, we believed this would save us time so that we didn’t […]
Big Game Project (week6)
It’s been a productive week even dough the first days were spent discussing feedback from last week’s alpha presentation, we also had a meeting with a teacher about our graphical style and production pace which we needed some guidance and advice with.
Our work flow have been effected by that we constantly asked for feedback about the things we were doing on the graphical part instead of finishing it first, we believed this would save us time so that we didn’t […]
Big Game Project (week6)
It’s been a productive week even dough the first days were spent discussing feedback from last week’s alpha presentation, we also had a meeting with a teacher about our graphical style and production pace which we needed some guidance and advice with.
Our work flow have been effected by that we constantly asked for feedback about the things we were doing on the graphical part instead of finishing it first, we believed this would save us time so that we didn’t […]
Big Game Project (week6)
It’s been a productive week even dough the first days were spent discussing feedback from last week’s alpha presentation, we also had a meeting with a teacher about our graphical style and production pace which we needed some guidance and advice with.
Our work flow have been effected by that we constantly asked for feedback about the things we were doing on the graphical part instead of finishing it first, we believed this would save us time so that we didn’t […]
Big game project – E.R.A – Eternal Resonance Arena – Post 4
This week our producer and i wrote down every single asset we have left to make and put them on the whiteboard so we easily could get a overlook. After seeing what we had left we decided to focus this week on texturing everything and we nearly reached our goal part from a few small things. Anyhow i’ve been working with finishing up our boss minion, our ranged soldier and mainly a lot of time this week has been spent […]
Big game project – E.R.A – Eternal Resonance Arena – Post 4
This week our producer and i wrote down every single asset we have left to make and put them on the whiteboard so we easily could get a overlook. After seeing what we had left we decided to focus this week on texturing everything and we nearly reached our goal part from a few small things. Anyhow i’ve been working with finishing up our boss minion, our ranged soldier and mainly a lot of time this week has been spent […]
Textures and prefabs
GGC is drawing closer and with only a few weeks left on the project there is a lot to do. This week, one of our teammembers has finished working on the robots and started creating meshes as well, which means that I could focus on only doing the textures and making prefabs of them in the engine. It’s been very straight forward work, which has been nice and almost relaxing. Together we managed to create a whole lot of assets, […]
Textures and prefabs
GGC is drawing closer and with only a few weeks left on the project there is a lot to do. This week, one of our teammembers has finished working on the robots and started creating meshes as well, which means that I could focus on only doing the textures and making prefabs of them in the engine. It’s been very straight forward work, which has been nice and almost relaxing. Together we managed to create a whole lot of assets, […]
Big game project – E.R.A – Eternal Resonance Arena – Post 4
This week our producer and i wrote down every single asset we have left to make and put them on the whiteboard so we easily could get a overlook. After seeing what we had left we decided to focus this week on texturing everything and we nearly reached our goal part from a few small things. Anyhow i’ve been working with finishing up our boss minion, our ranged soldier and mainly a lot of time this week has been spent […]
Big game project – E.R.A – Eternal Resonance Arena – Post 4
This week our producer and i wrote down every single asset we have left to make and put them on the whiteboard so we easily could get a overlook. After seeing what we had left we decided to focus this week on texturing everything and we nearly reached our goal part from a few small things. Anyhow i’ve been working with finishing up our boss minion, our ranged soldier and mainly a lot of time this week has been spent […]
Textures and prefabs
GGC is drawing closer and with only a few weeks left on the project there is a lot to do. This week, one of our teammembers has finished working on the robots and started creating meshes as well, which means that I could focus on only doing the textures and making prefabs of them in the engine. It’s been very straight forward work, which has been nice and almost relaxing. Together we managed to create a whole lot of assets, […]
Textures and prefabs
GGC is drawing closer and with only a few weeks left on the project there is a lot to do. This week, one of our teammembers has finished working on the robots and started creating meshes as well, which means that I could focus on only doing the textures and making prefabs of them in the engine. It’s been very straight forward work, which has been nice and almost relaxing. Together we managed to create a whole lot of assets, […]
Completing things
This week it has been a lot of focus on getting things done. We needed in-game photos for the jury of GGC to look at. So I’ve been finishin up all the highpoly models of my characters and baked normal maps etc. The results have been really good, although some parts needed to be tweeked in Photoshop. For example the eyes of the forest creep/cheiftain was a bit off and to smal for the low poly model. I did go […]
Completing things
This week it has been a lot of focus on getting things done. We needed in-game photos for the jury of GGC to look at. So I’ve been finishin up all the highpoly models of my characters and baked normal maps etc. The results have been really good, although some parts needed to be tweeked in Photoshop. For example the eyes of the forest creep/cheiftain was a bit off and to smal for the low poly model. I did go […]
Completing things
This week it has been a lot of focus on getting things done. We needed in-game photos for the jury of GGC to look at. So I’ve been finishin up all the highpoly models of my characters and baked normal maps etc. The results have been really good, although some parts needed to be tweeked in Photoshop. For example the eyes of the forest creep/cheiftain was a bit off and to smal for the low poly model. I did go […]
Completing things
This week it has been a lot of focus on getting things done. We needed in-game photos for the jury of GGC to look at. So I’ve been finishin up all the highpoly models of my characters and baked normal maps etc. The results have been really good, although some parts needed to be tweeked in Photoshop. For example the eyes of the forest creep/cheiftain was a bit off and to smal for the low poly model. I did go […]
Animation for the “Defenders”
These little babies are the final animations for the defender characters in the game! In all their shiny glory!
Animating a floating crystal is not exactly the hardest challenge animation wise, the hard part is to try and make it an interesting movement pattern! So I added the objects or shards that circle the body to give off more sense of motion and levitation.
the color on the body is slightly less saturated than the […]
Animation for the “Defenders”
These little babies are the final animations for the defender characters in the game! In all their shiny glory!
Animating a floating crystal is not exactly the hardest challenge animation wise, the hard part is to try and make it an interesting movement pattern! So I added the objects or shards that circle the body to give off more sense of motion and levitation.
the color on the body is slightly less saturated than the […]