Browsing 'Graphics': Posts from Game Design and Graphics
Entry 2: The Background
Thank you for your review last week, black Jesus! This will be a very image-dense entry for you to enjoy.
This was an imposing challenge for me. I have no experience creating landscapes or anything larger than characters, really. I began by drawing out roads to create a kind of grid that I can build on. I had issues at first understanding what exactly we wanted for the game, but after a few attempts I received clear instructions and references from […]
Entry 2: The Background
Thank you for your review last week, black Jesus! This will be a very image-dense entry for you to enjoy.
This was an imposing challenge for me. I have no experience creating landscapes or anything larger than characters, really. I began by drawing out roads to create a kind of grid that I can build on. I had issues at first understanding what exactly we wanted for the game, but after a few attempts I received clear instructions and references from […]
5SD064 Hanna Aho Lind – The progress of making a underwater mine and it´s explosion!
Some weeks ago I was tasked with making an object to interact with, which we decided would be an exploding underwater mine.
Since our game neither have a comic style or a realistic style I had to rely on our brushes in photoshop to help me find the middle ground when designing the mine. Me and the Lead artist had decided on a style which we thought that we both could acchieve, and also set some brushes and file sizes to […]
5SD064 Hanna Aho Lind – The progress of making a underwater mine and it´s explosion!
Some weeks ago I was tasked with making an object to interact with, which we decided would be an exploding underwater mine.
Since our game neither have a comic style or a realistic style I had to rely on our brushes in photoshop to help me find the middle ground when designing the mine. Me and the Lead artist had decided on a style which we thought that we both could acchieve, and also set some brushes and file sizes to […]
The End of The Start Button
This post will take us through the incredible journey of drawing a cancelled asset.
So when last week we decided on some parts that we need to include into our game, since the play testing and the gruesome alpha version deadline is coming, the seemingly „small” part i got, was drawing the buttons. Yes, the little things you click in the menu or after losing to get into the game or quit it. I was really one of those people who […]
The End of The Start Button
This post will take us through the incredible journey of drawing a cancelled asset.
So when last week we decided on some parts that we need to include into our game, since the play testing and the gruesome alpha version deadline is coming, the seemingly „small” part i got, was drawing the buttons. Yes, the little things you click in the menu or after losing to get into the game or quit it. I was really one of those people who […]
Aetherial: The Killing Machine
Let’s dive right in.
My first idea was to make a clear distinction between the player avatar and the enemies, I’m thinking Machine vs Nature. I want the player to feel like they’re in the wrong, like they’re destroying something beautiful. Hundreds of flying whales cannon balled from the sky, because of you. Why are you killing them? Maybe you’re sent out by a multinational corporation to harvest their precious Aether souls, or maybe you’re an overconfident rouge hunter with a […]
Aetherial: The Killing Machine
Let’s dive right in.
My first idea was to make a clear distinction between the player avatar and the enemies, I’m thinking Machine vs Nature. I want the player to feel like they’re in the wrong, like they’re destroying something beautiful. Hundreds of flying whales cannon balled from the sky, because of you. Why are you killing them? Maybe you’re sent out by a multinational corporation to harvest their precious Aether souls, or maybe you’re an overconfident rouge hunter with a […]
Enemies lurking in the mist
In game design, the enemies that you create might in some cases be more important than the player character. Right now me and a team of five other people are developing a game based on a game concept someone else created. The game is called Umibozu, and you play as a curious fisherman trying to find the mystical creature called Umibozu. Lost in a dense fog you have to avoid obstacles, pick up energy crates to […]
Enemies lurking in the mist
In game design, the enemies that you create might in some cases be more important than the player character. Right now me and a team of five other people are developing a game based on a game concept someone else created. The game is called Umibozu, and you play as a curious fisherman trying to find the mystical creature called Umibozu. Lost in a dense fog you have to avoid obstacles, pick up energy crates to […]
1. Power Up the week!
What?
This week i worked much with the art for the Power Up’s for our game. In particular two different kinds of flashlights, a battery and fireflies.
The dual flashlight are suppose to give the character a wider range in the game and the search light a longer range on the flashlight the she uses to kill the enemies with while the battery simply is there to give more power the the flashlights. The fireflies will simply follow the character and […]
1. Power Up the week!
What?
This week i worked much with the art for the Power Up’s for our game. In particular two different kinds of flashlights, a battery and fireflies.
The dual flashlight are suppose to give the character a wider range in the game and the search light a longer range on the flashlight the she uses to kill the enemies with while the battery simply is there to give more power the the flashlights. The fireflies will simply follow the character and […]
Sickness and Harpoons
This week (week 6) Iwas tasked with drawing clouds and harpoons, which sounded simple enough, and would leave me with time to catch up on my animations from last week which took a bit longer than expected. It would probably have gone according to plan, had I not contracted a nasty sickness on tuesday night. This sickness included vomiting, dizzyness and constant headaches, which of course made me unable to attend group meetings but also pretty much completely unable to […]
Sickness and Harpoons
This week (week 6) Iwas tasked with drawing clouds and harpoons, which sounded simple enough, and would leave me with time to catch up on my animations from last week which took a bit longer than expected. It would probably have gone according to plan, had I not contracted a nasty sickness on tuesday night. This sickness included vomiting, dizzyness and constant headaches, which of course made me unable to attend group meetings but also pretty much completely unable to […]
Global Game jam 2018
After starting this Game Design course at Uppsala University, among the 3 game jams that I have taken part in, the last one held at the end of January was the most interesting to me. Even before taking game design course as a major, I heard a lot about these game jams where people in groups work together to make games on the same given theme. I used to think people who take part in these events were really experienced in […]
Global Game jam 2018
After starting this Game Design course at Uppsala University, among the 3 game jams that I have taken part in, the last one held at the end of January was the most interesting to me. Even before taking game design course as a major, I heard a lot about these game jams where people in groups work together to make games on the same given theme. I used to think people who take part in these events were really experienced in […]
Game Design Week 6 – The Making of a Jellyfish
For my group Troll’s project – developing our take on the game concept Depth – I have this week been working on, among other things, the swimming animation of a jellyfish. Depth will, briefly put, be about a submarine navigating an underwater cave system, and escaping a large monster that is constantly on its tail. To make the whole thing harder, the player will have to also shoot and avoid both fish and rubble. The jellyfish I have made is one […]
Game Design Week 6 – The Making of a Jellyfish
For my group Troll’s project – developing our take on the game concept Depth – I have this week been working on, among other things, the swimming animation of a jellyfish. Depth will, briefly put, be about a submarine navigating an underwater cave system, and escaping a large monster that is constantly on its tail. To make the whole thing harder, the player will have to also shoot and avoid both fish and rubble. The jellyfish I have made is one […]
Game Design Week 3 – The Making of a Jellyfish
For my group Troll’s project – developing our take on the game concept Depth – I have this week been working on, among other things, the swimming animation of a jellyfish. Depth will, briefly put, be about a submarine navigating an underwater cave system, and escaping a large monster that is constantly on its tail. To make the whole thing harder, the player will have to also shoot and avoid both fish and rubble. The jellyfish I have made is one […]
Game Design Week 3 – The Making of a Jellyfish
For my group Troll’s project – developing our take on the game concept Depth – I have this week been working on, among other things, the swimming animation of a jellyfish. Depth will, briefly put, be about a submarine navigating an underwater cave system, and escaping a large monster that is constantly on its tail. To make the whole thing harder, the player will have to also shoot and avoid both fish and rubble. The jellyfish I have made is one […]
Pixel Art
HIIIIII! Welcome to my short entry about Pixel art!
Pixel art as implied by its name is limited to use only a few pixels when creating an artwork. the popular style has its roots in early video games when the designers were limited to 8 or 16bit graphics but it is still widely used in many platform games and RPGs.
As the Lead Artist for this project I immediately made the decision to make our game using pixel art. My main reasoning […]
Pixel Art
HIIIIII! Welcome to my short entry about Pixel art!
Pixel art as implied by its name is limited to use only a few pixels when creating an artwork. the popular style has its roots in early video games when the designers were limited to 8 or 16bit graphics but it is still widely used in many platform games and RPGs.
As the Lead Artist for this project I immediately made the decision to make our game using pixel art. My main reasoning […]
The animation cycle of a wing span
Aka. H***.
The though process behind this stale monstrosity was quite simple – effiency and modability. To explain further: Being the sole artist for the team I need to create a lot of assets and templates for said assets at a relativly high speed so that I won’t lag behind our programmer. Doing the animation properly, frame by frame, would almost be a week in itself. In an attempt to save my sanity I decided to create a semi-smooth wing cycle, […]
The animation cycle of a wing span
Aka. H***.
The though process behind this stale monstrosity was quite simple – effiency and modability. To explain further: Being the sole artist for the team I need to create a lot of assets and templates for said assets at a relativly high speed so that I won’t lag behind our programmer. Doing the animation properly, frame by frame, would almost be a week in itself. In an attempt to save my sanity I decided to create a semi-smooth wing cycle, […]