Browsing 'Graphics': Posts from Game Design and Graphics
BETA Approaching
This is the last week before BETA.
So, here we are trying to finish up as much as possible before the game is to be put forth for play testing this Monday and later the big BETA presentation next Friday. During this kind of hectic time you sometimes find yourself in need of the answers to the questions you probably should have asked about a week ago when you had two weeks to think it over.
One of these questions is as […]
BETA Approaching
This is the last week before BETA.
So, here we are trying to finish up as much as possible before the game is to be put forth for play testing this Monday and later the big BETA presentation next Friday. During this kind of hectic time you sometimes find yourself in need of the answers to the questions you probably should have asked about a week ago when you had two weeks to think it over.
One of these questions is as […]
BETA Approaching
This is the last week before BETA.
So, here we are trying to finish up as much as possible before the game is to be put forth for play testing this Monday and later the big BETA presentation next Friday. During this kind of hectic time you sometimes find yourself in need of the answers to the questions you probably should have asked about a week ago when you had two weeks to think it over.
One of these questions is as […]
BETA Approaching
This is the last week before BETA.
So, here we are trying to finish up as much as possible before the game is to be put forth for play testing this Monday and later the big BETA presentation next Friday. During this kind of hectic time you sometimes find yourself in need of the answers to the questions you probably should have asked about a week ago when you had two weeks to think it over.
One of these questions is as […]
Sprites again?
If you’ve been following this blog, you will know a fair bit about the sprites I’ve been making. Last week I talked about the level two sprite. The logical progression is that today I will be talking about the level three sprite, which I will.
The level three sprite was a mixed bag of obstacles. The weapon she would be using had no clear concept at all, the only thing that was set in stone was that it was supposed to […]
Sprites again?
If you’ve been following this blog, you will know a fair bit about the sprites I’ve been making. Last week I talked about the level two sprite. The logical progression is that today I will be talking about the level three sprite, which I will.
The level three sprite was a mixed bag of obstacles. The weapon she would be using had no clear concept at all, the only thing that was set in stone was that it was supposed to […]
Terminal: Fly City
After the Alpha we felt that we really wanted to have a main menu for the Beta presentation and moved it up on our priority list. I started right away with doing some really fast sketches, trying to explore different ideas and layouts. Some ideas that we had did not fit the game we are creating, for instance, we had an idea of the interrogation room where the game starts, with a flickering lamp. This put on paper looked […]
Terminal: Fly City
After the Alpha we felt that we really wanted to have a main menu for the Beta presentation and moved it up on our priority list. I started right away with doing some really fast sketches, trying to explore different ideas and layouts. Some ideas that we had did not fit the game we are creating, for instance, we had an idea of the interrogation room where the game starts, with a flickering lamp. This put on paper looked […]
University Projects: Level 1 Design
Hello everyone!
This week, I’ve been working on finalizing the first level in our game. This was interesting because I got to work from the ground up, starting out with the basic design, getting started on environmental design, finishing it, designing the puzzles intended for the map and then finishing the details of it all.
So Level 1s design is based around a library. The reason for using a library was both that it was easy to design multiple encounters all in […]
University Projects: Level 1 Design
Hello everyone!
This week, I’ve been working on finalizing the first level in our game. This was interesting because I got to work from the ground up, starting out with the basic design, getting started on environmental design, finishing it, designing the puzzles intended for the map and then finishing the details of it all.
So Level 1s design is based around a library. The reason for using a library was both that it was easy to design multiple encounters all in […]
Animations and life
To live is the rarest thing in the world. Most people exist, that is all. – Oscar Wilde
What is life without motion? What is motion without joy? What is joy without soul?
In the beginning of development to our game (http://lindermeister.wordpress.com/2014/02/01/week-2-of-game-development/) we didn’t lay so much emphasize on animation. Me personally thought that as it was a top down shooter, animation would come in fourth place as it isn’t very detailed animations you can do. We don’t have those […]
Animations and life
To live is the rarest thing in the world. Most people exist, that is all. – Oscar Wilde
What is life without motion? What is motion without joy? What is joy without soul?
In the beginning of development to our game (http://lindermeister.wordpress.com/2014/02/01/week-2-of-game-development/) we didn’t lay so much emphasize on animation. Me personally thought that as it was a top down shooter, animation would come in fourth place as it isn’t very detailed animations you can do. We don’t have those […]
Reflektion av veckans arbete: Vecka 4
Denna vecka har jag jobbat med ett nytt enemy koncept för spelets lite mörkare delar. Det ska vara mer djupvattenfiskar som i min åsikt är rätt fula, men kul att teckna. Jag samlade lite inspiration genom att googla deep water fish innan jag började. Det finns diverse olika fula fiskar i havet tydligen men jag fann inspiration ifrån http://seavenger.info/wp-content/uploads/2011/06/hatchet11.jpg men jag trappade ner det fula en del, och detaljer för att det skulle funka mer med vår grafiska bit. […]
Reflektion av veckans arbete: Vecka 4
Denna vecka har jag jobbat med ett nytt enemy koncept för spelets lite mörkare delar. Det ska vara mer djupvattenfiskar som i min åsikt är rätt fula, men kul att teckna. Jag samlade lite inspiration genom att googla deep water fish innan jag började. Det finns diverse olika fula fiskar i havet tydligen men jag fann inspiration ifrån http://seavenger.info/wp-content/uploads/2011/06/hatchet11.jpg men jag trappade ner det fula en del, och detaljer för att det skulle funka mer med vår grafiska bit. […]
Loading screen; presenting with style
I’m starting to feel, that I’m running out of things to write about, since most of the assets I create are very similar, and I feel that such posts would benefit noone.
At this point in the project, we’ve come to a place where we don’t have much to do, graphically. It’s mostly just finishing up and refining what we have and adding extras. One of those extras, we realized, was a loading/splash screen. Looking at our usual style-guide (http://www.youtube.com/watch?v=BBgghnQF6E4), we […]
Loading screen; presenting with style
I’m starting to feel, that I’m running out of things to write about, since most of the assets I create are very similar, and I feel that such posts would benefit noone.
At this point in the project, we’ve come to a place where we don’t have much to do, graphically. It’s mostly just finishing up and refining what we have and adding extras. One of those extras, we realized, was a loading/splash screen. Looking at our usual style-guide (http://www.youtube.com/watch?v=BBgghnQF6E4), we […]
Game Project Week 7 – Textures
So it’s week 7 of our game project and it’s time for another blog post, this week I have continued my work on the graphics for the rooms. We decided to go for another texture for the walls because its resolution was too low and some of the details on the texture were a bit blurry, due to that I started this week by making a new texture. You can see a comparison of the old and new texture further down on the page.
I started by adding the different lines on to the main texture, on one […]
Game Project Week 7 – Textures
So it’s week 7 of our game project and it’s time for another blog post, this week I have continued my work on the graphics for the rooms. We decided to go for another texture for the walls because its resolution was too low and some of the details on the texture were a bit blurry, due to that I started this week by making a new texture. You can see a comparison of the old and new texture further down on the page.
I started by adding the different lines on to the main texture, on one […]
Project – Week 5
It’s getting closer to the second playtesting session and the Beta, and I’ve continued working on character animation this week. It’s been a bit tougher this week though, especially with the task I’m currently working on: the main character’s death animation.
In the game you can be shot down by guards if you’re spotted while sneaking around, and the player doesn’t have any HP so being shot equals death and game over.
So the animation has to show (clearly) that the player […]
Project – Week 5
It’s getting closer to the second playtesting session and the Beta, and I’ve continued working on character animation this week. It’s been a bit tougher this week though, especially with the task I’m currently working on: the main character’s death animation.
In the game you can be shot down by guards if you’re spotted while sneaking around, and the player doesn’t have any HP so being shot equals death and game over.
So the animation has to show (clearly) that the player […]
Project – Week 5
It’s getting closer to the second playtesting session and the Beta, and I’ve continued working on character animation this week. It’s been a bit tougher this week though, especially with the task I’m currently working on: the main character’s death animation.
In the game you can be shot down by guards if you’re spotted while sneaking around, and the player doesn’t have any HP so being shot equals death and game over.
So the animation has to show (clearly) that the player […]
Project – Week 5
It’s getting closer to the second playtesting session and the Beta, and I’ve continued working on character animation this week. It’s been a bit tougher this week though, especially with the task I’m currently working on: the main character’s death animation.
In the game you can be shot down by guards if you’re spotted while sneaking around, and the player doesn’t have any HP so being shot equals death and game over.
So the animation has to show (clearly) that the player […]
Reflektion av veckans arbete: Vecka 4
Denna vecka har jag jobbat med ett nytt enemy koncept för spelets lite mörkare delar. Det ska vara mer djupvattenfiskar som i min åsikt är rätt fula, men kul att teckna. Jag samlade lite inspiration genom att googla deep water fish innan jag började. Det finns diverse olika fula fiskar i havet tydligen men jag fann inspiration ifrån http://seavenger.info/wp-content/uploads/2011/06/hatchet11.jpg men jag trappade ner det fula en del, och detaljer för att det skulle funka mer med vår grafiska bit. […]
Reflektion av veckans arbete: Vecka 4
Denna vecka har jag jobbat med ett nytt enemy koncept för spelets lite mörkare delar. Det ska vara mer djupvattenfiskar som i min åsikt är rätt fula, men kul att teckna. Jag samlade lite inspiration genom att googla deep water fish innan jag började. Det finns diverse olika fula fiskar i havet tydligen men jag fann inspiration ifrån http://seavenger.info/wp-content/uploads/2011/06/hatchet11.jpg men jag trappade ner det fula en del, och detaljer för att det skulle funka mer med vår grafiska bit. […]