Browsing 'Graphics': Posts from Game Design and Graphics
Sky slug on the move
This week I’ve primarily been animating the first enemy for our game, Aetherial.
The design idea for our version of the sky slug, an enemy that of course was a part of the original aetherial concept document, came from a mix between our lead artist’s original idea and then some alterations by me.
The sky slug is meant to swarm the player but be fairly weak and easy to kill individually. I wanted to represent this in its design in several ways. […]
Sky slug on the move
This week I’ve primarily been animating the first enemy for our game, Aetherial.
The design idea for our version of the sky slug, an enemy that of course was a part of the original aetherial concept document, came from a mix between our lead artist’s original idea and then some alterations by me.
The sky slug is meant to swarm the player but be fairly weak and easy to kill individually. I wanted to represent this in its design in several ways. […]
Style-guide and pre-production
As many groups chose to develop the Behemoth concept, we felt pushed to do something different, add personality to it. We wanted to have a good answer for the question “What does your Behemoth game has that others don’t?”. Plot and art style depend on each other in our concept, because they were born together.
After deciding the plot and art-style, the latter being low-poly/origami with a sunset-like colour palette, the artists could focus on conveying as much as the story […]
Style-guide and pre-production
As many groups chose to develop the Behemoth concept, we felt pushed to do something different, add personality to it. We wanted to have a good answer for the question “What does your Behemoth game has that others don’t?”. Plot and art style depend on each other in our concept, because they were born together.
After deciding the plot and art-style, the latter being low-poly/origami with a sunset-like colour palette, the artists could focus on conveying as much as the story […]
Pixel Perfect in Unity
This week has been a adventure in Pixel Graphic Minutia behavior in Unity. I made some animations for the protagonist for our game, and wanted to test them out in Unity, to make sure everything was appearing and behaving as expected. This is when I saw it; the visual bug.
There are clear black lines of pixels showing up in certain frames of the animation. What makes it worse, is that it is inconsistent in that it doesn’t always appear on […]
Pixel Perfect in Unity
This week has been a adventure in Pixel Graphic Minutia behavior in Unity. I made some animations for the protagonist for our game, and wanted to test them out in Unity, to make sure everything was appearing and behaving as expected. This is when I saw it; the visual bug.
There are clear black lines of pixels showing up in certain frames of the animation. What makes it worse, is that it is inconsistent in that it doesn’t always appear on […]
Ray, Ray, Go Away. Come Again Some Other Day: Animating an Aether Ray
This week, I’ve been working on the animations of the ‘Aether Ray.’ I devoted the majority of my time towards the basic movement of the attacking animation where the ray fires the projectile from last week at the player. This is partly because it was more complicated than I had originally anticipated, and partially because I wanted to make sure it was ‘right.’ The ‘skeleton,’ much like our own, is the foundation upon which everything else is laid upon. If […]
Ray, Ray, Go Away. Come Again Some Other Day: Animating an Aether Ray
This week, I’ve been working on the animations of the ‘Aether Ray.’ I devoted the majority of my time towards the basic movement of the attacking animation where the ray fires the projectile from last week at the player. This is partly because it was more complicated than I had originally anticipated, and partially because I wanted to make sure it was ‘right.’ The ‘skeleton,’ much like our own, is the foundation upon which everything else is laid upon. If […]
The background as tool for narrative and suspense
When tailoring a game to make the player feel like a champion, you can’t just do it through a finely tuned challenged – you also need to create build-up. In Team Devourer we decided to convey feelings and mood through the use of mainly the background.
I our version we have different scenes that we use to build our narrative. These are: A sunny afternoon – used for the tutorial level.
A twilight dusk – used during the easier of our two […]
The background as tool for narrative and suspense
When tailoring a game to make the player feel like a champion, you can’t just do it through a finely tuned challenged – you also need to create build-up. In Team Devourer we decided to convey feelings and mood through the use of mainly the background.
I our version we have different scenes that we use to build our narrative. These are: A sunny afternoon – used for the tutorial level.
A twilight dusk – used during the easier of our two […]
Project Aetherial Blog Two
Introduction
First playtesting session and ALPHA presentation is now done! The team received a lot of relevant feedback and will, to the best of our ability, try to adhere to that, as we move unto the BETA.
As mentioned in the last blog, I am the graphical artist in our team responsible for the “common” enemies. At this time, I have designed and implemented two of four enemies into our game. This weeks’ blog will handle the design and work in progress […]
Project Aetherial Blog Two
Introduction
First playtesting session and ALPHA presentation is now done! The team received a lot of relevant feedback and will, to the best of our ability, try to adhere to that, as we move unto the BETA.
As mentioned in the last blog, I am the graphical artist in our team responsible for the “common” enemies. At this time, I have designed and implemented two of four enemies into our game. This weeks’ blog will handle the design and work in progress […]
Bride movement
In the game “You may kiss the bride” you want the player to feel a constant stress. To achieve this, we have a enemy – the bride – constantly chasing you as you play. If she catches the player, s/he will either take massive damage or die instantly. Any mistake the player makes during playing will lead to the bride getting closer and closer, gradually increasing the stress for the player.
There was a problem appearing with this. If you had […]
Bride movement
In the game “You may kiss the bride” you want the player to feel a constant stress. To achieve this, we have a enemy – the bride – constantly chasing you as you play. If she catches the player, s/he will either take massive damage or die instantly. Any mistake the player makes during playing will lead to the bride getting closer and closer, gradually increasing the stress for the player.
There was a problem appearing with this. If you had […]
Lycanthrope: Spider Animation (WIP)
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 have been continuing working on our spider enemy but this time I have been focusing on the the animation part instead of just trying to get the final looks of the spider. Now I have to make the spider move instead of just being stationary which can look quite […]
Lycanthrope: Spider Animation (WIP)
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 have been continuing working on our spider enemy but this time I have been focusing on the the animation part instead of just trying to get the final looks of the spider. Now I have to make the spider move instead of just being stationary which can look quite […]
Blog Post #2: Damage Sounds
During this very busy week I have been thinking over the sounds I need to make for this sprint plan and desperately trying to find time to do so. As I finally got some time to myself this afternoon, I managed to put together the start to some damage sounds. I have been considering carefully how I will make the sounds of damage reflect the art style and the emotional impact I want them to invoke. Since our Behemoth ship […]
Blog Post #2: Damage Sounds
During this very busy week I have been thinking over the sounds I need to make for this sprint plan and desperately trying to find time to do so. As I finally got some time to myself this afternoon, I managed to put together the start to some damage sounds. I have been considering carefully how I will make the sounds of damage reflect the art style and the emotional impact I want them to invoke. Since our Behemoth ship […]
Swimming in the Right Direction
Lately I’ve been working on a swimming shark that is going to be used for two different school projects. It is one of two animations I’m doing for an animation assignment, and it is also going to be the animation of one of the enemies in the game I am making for another course. The biggest challenge when working with this animation has been to balance the different criteria that this animation needs to fulfill. I want it to look […]
Swimming in the Right Direction
Lately I’ve been working on a swimming shark that is going to be used for two different school projects. It is one of two animations I’m doing for an animation assignment, and it is also going to be the animation of one of the enemies in the game I am making for another course. The biggest challenge when working with this animation has been to balance the different criteria that this animation needs to fulfill. I want it to look […]
Blog Post 2 – Bee
Considering that the bee is the main protagonist of our game it’s no more than right that it gets its own post. We technically have two versions of the bee in the game, as the main bee that the player controls is slightly bigger and has a different hue of orange than the swarm bees that essentially serve as the player’s health bar. But since they both share the same core design I’ll discuss them both as one here.
Much like […]
Blog Post 2 – Bee
Considering that the bee is the main protagonist of our game it’s no more than right that it gets its own post. We technically have two versions of the bee in the game, as the main bee that the player controls is slightly bigger and has a different hue of orange than the swarm bees that essentially serve as the player’s health bar. But since they both share the same core design I’ll discuss them both as one here.
Much like […]
Game Design journal 2
Mikael Ferroukhi date: 15/02/18
5SD064
During this second week, I have so far been mainly working on tasks related to my Graphic Minor, while slowing down on my “team related” work. This means that instead of drawing placeholders and art in general, I have preferred to focus on an Art assignment that is due for the next week.
I decided to go in this direction because the assignment consist of drawing two different animation for a character of my choice. The thing is […]
Game Design journal 2
Mikael Ferroukhi date: 15/02/18
5SD064
During this second week, I have so far been mainly working on tasks related to my Graphic Minor, while slowing down on my “team related” work. This means that instead of drawing placeholders and art in general, I have preferred to focus on an Art assignment that is due for the next week.
I decided to go in this direction because the assignment consist of drawing two different animation for a character of my choice. The thing is […]