Browsing 'Graphics': Posts from Game Design and Graphics
Logo Log
This week I have been focusing on the logotype of our game, since the game is a Bear simulator and the name of the game is ‘Be The Bear’ it would seem fitting to have the logotype of a bear. I first wanted a raging bear sine it can give a good impact but the others disagreed and wanted a more simple logo. While looking at other bear logotypes I found one I based my logo upon. The idea wwas […]
Logo Log
This week I have been focusing on the logotype of our game, since the game is a Bear simulator and the name of the game is ‘Be The Bear’ it would seem fitting to have the logotype of a bear. I first wanted a raging bear sine it can give a good impact but the others disagreed and wanted a more simple logo. While looking at other bear logotypes I found one I based my logo upon. The idea wwas […]
The Unity-3ds Max paradox
This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]
The Unity-3ds Max paradox
This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]
The Unity-3ds Max paradox
This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]
The Unity-3ds Max paradox
This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]
The project
It has been a while since my last post! Working on the first drafts for all the animations and map objects takes up most of my time right now. The focus for us artists on the project has been to create as much placeholder graphic as possible to fill out the alpha version of the game, these placeholders then works as the foundation for the final product.
The best thing about working with first and second drafts and placeholder graphics, is […]
The project
It has been a while since my last post! Working on the first drafts for all the animations and map objects takes up most of my time right now. The focus for us artists on the project has been to create as much placeholder graphic as possible to fill out the alpha version of the game, these placeholders then works as the foundation for the final product.
The best thing about working with first and second drafts and placeholder graphics, is […]
Week 3
On Monday I had a meeting with the producer where we discussed a lot about the game design. We felt that it needed change and what we changed was the function of the items and how the levels were going to be design. Before the items was consumables that the player buy online, but we felt that with this system you had to design a level so that a player could finish them without items. This took focus away from […]
Week 3
On Monday I had a meeting with the producer where we discussed a lot about the game design. We felt that it needed change and what we changed was the function of the items and how the levels were going to be design. Before the items was consumables that the player buy online, but we felt that with this system you had to design a level so that a player could finish them without items. This took focus away from […]
Week 3
On Monday I had a meeting with the producer where we discussed a lot about the game design. We felt that it needed change and what we changed was the function of the items and how the levels were going to be design. Before the items was consumables that the player buy online, but we felt that with this system you had to design a level so that a player could finish them without items. This took focus away from […]
Week 3
On Monday I had a meeting with the producer where we discussed a lot about the game design. We felt that it needed change and what we changed was the function of the items and how the levels were going to be design. Before the items was consumables that the player buy online, but we felt that with this system you had to design a level so that a player could finish them without items. This took focus away from […]
Big Game Project: Fourth week
Here is a screen-shot of a few entities I have created so far. I have come to a point where I can safely tell more in depth of my work as I am more secure about how I do things and I feel that I have enough quality in everything. I’ll tell a bit about my work process and more in depth of how Unreal Engine works and other programs that I use.
Photoshop
I Mainly use Photoshop as a tool […]
Big Game Project: Fourth week
Here is a screen-shot of a few entities I have created so far. I have come to a point where I can safely tell more in depth of my work as I am more secure about how I do things and I feel that I have enough quality in everything. I’ll tell a bit about my work process and more in depth of how Unreal Engine works and other programs that I use.
Photoshop
I Mainly use Photoshop as a tool […]
Big Game Project: Fourth week
Here is a screen-shot of a few entities I have created so far. I have come to a point where I can safely tell more in depth of my work as I am more secure about how I do things and I feel that I have enough quality in everything. I’ll tell a bit about my work process and more in depth of how Unreal Engine works and other programs that I use.
Photoshop
I Mainly use Photoshop as a tool […]
Big Game Project: Fourth week
Here is a screen-shot of a few entities I have created so far. I have come to a point where I can safely tell more in depth of my work as I am more secure about how I do things and I feel that I have enough quality in everything. I’ll tell a bit about my work process and more in depth of how Unreal Engine works and other programs that I use.
Photoshop
I Mainly use Photoshop as a tool […]
Puzzle design and UV-map
This week I was supposed to continue on the UV-mapping of the different robots. I had a meeting with our graphic teacher, Jonatan this tuesday and he gave me some advice on how to make the UVs in such a way that I could use them for both the fusion and the base version of the robots.
Instead of making an extra UV-map with the added details in the fusions, I UV-map the fused version of the robots. I also make […]
Puzzle design and UV-map
This week I was supposed to continue on the UV-mapping of the different robots. I had a meeting with our graphic teacher, Jonatan this tuesday and he gave me some advice on how to make the UVs in such a way that I could use them for both the fusion and the base version of the robots.
Instead of making an extra UV-map with the added details in the fusions, I UV-map the fused version of the robots. I also make […]
Puzzle design and UV-map
This week I was supposed to continue on the UV-mapping of the different robots. I had a meeting with our graphic teacher, Jonatan this tuesday and he gave me some advice on how to make the UVs in such a way that I could use them for both the fusion and the base version of the robots.
Instead of making an extra UV-map with the added details in the fusions, I UV-map the fused version of the robots. I also make […]
Puzzle design and UV-map
This week I was supposed to continue on the UV-mapping of the different robots. I had a meeting with our graphic teacher, Jonatan this tuesday and he gave me some advice on how to make the UVs in such a way that I could use them for both the fusion and the base version of the robots.
Instead of making an extra UV-map with the added details in the fusions, I UV-map the fused version of the robots. I also make […]
Big Game Project: Open Circuit –> Defunct! Week 4
So, last week was rough. My mission was to at least finish my level structurally, which I have, somewhat. When we playtested I noticed that I need to make sure that players can’t run into walls or miss cool paths as easily. I also want to replace the “town” part with something else, I don’t think it fits the style having so many buildings so close to each other, it would make more sense to have a giant stranded old […]
Big Game Project: Open Circuit –> Defunct! Week 4
So, last week was rough. My mission was to at least finish my level structurally, which I have, somewhat. When we playtested I noticed that I need to make sure that players can’t run into walls or miss cool paths as easily. I also want to replace the “town” part with something else, I don’t think it fits the style having so many buildings so close to each other, it would make more sense to have a giant stranded old […]
Big Game Project: Open Circuit –> Defunct! Week 4
So, last week was rough. My mission was to at least finish my level structurally, which I have, somewhat. When we playtested I noticed that I need to make sure that players can’t run into walls or miss cool paths as easily. I also want to replace the “town” part with something else, I don’t think it fits the style having so many buildings so close to each other, it would make more sense to have a giant stranded old […]
Big Game Project: Open Circuit –> Defunct! Week 4
So, last week was rough. My mission was to at least finish my level structurally, which I have, somewhat. When we playtested I noticed that I need to make sure that players can’t run into walls or miss cool paths as easily. I also want to replace the “town” part with something else, I don’t think it fits the style having so many buildings so close to each other, it would make more sense to have a giant stranded old […]