Browsing 'Graphics': Posts from Game Design and Graphics
Blog #1 Animating the bride
Feature – Bride
In our game “You May Kiss the Bride”, one of our core features is having the bride chase you from below, being a main factor in what causes the player to feel stressed and under constant pressure. The work in this blog will address the animation of the movement of the bride. I tried to make sure that she looked like something you want to run away from. A clear visualization of her trying to reach out for […]
Blog #1 Animating the bride
Feature – Bride
In our game “You May Kiss the Bride”, one of our core features is having the bride chase you from below, being a main factor in what causes the player to feel stressed and under constant pressure. The work in this blog will address the animation of the movement of the bride. I tried to make sure that she looked like something you want to run away from. A clear visualization of her trying to reach out for […]
Nether bird
Today I would like to talk about the design aspect of our first enemy in the game we are working on. My group is working on Aetherial, which the player takes the role of a sky ship and confronts several different enemies in an aetheric environment.
The first enemy a player confronts in our game is a bird (it doesn’t have a name yet), which is supposed to be the weakest enemy that flies around in covey. It can perform ranged […]
Nether bird
Today I would like to talk about the design aspect of our first enemy in the game we are working on. My group is working on Aetherial, which the player takes the role of a sky ship and confronts several different enemies in an aetheric environment.
The first enemy a player confronts in our game is a bird (it doesn’t have a name yet), which is supposed to be the weakest enemy that flies around in covey. It can perform ranged […]
Enemy design – Fish
The design for the enemy fish was made mainly by focusing on keeping the aesthetic of old japaneese mythological creatures in mind – and how these where portrayed in paintings from feudal Japan. This was something i focused on implementing mainly in the face of the creature, that has a lot of similarities to these. Furthermore, the design had to look like an emeny, and like it could deal a moderate amount of damage and move fairly fast. This was […]
Enemy design – Fish
The design for the enemy fish was made mainly by focusing on keeping the aesthetic of old japaneese mythological creatures in mind – and how these where portrayed in paintings from feudal Japan. This was something i focused on implementing mainly in the face of the creature, that has a lot of similarities to these. Furthermore, the design had to look like an emeny, and like it could deal a moderate amount of damage and move fairly fast. This was […]
The Journey Begins
Thanks for joining me!
Good company in a journey makes the way seem shorter. — Izaak Walton
The Journey Begins
Thanks for joining me!
Good company in a journey makes the way seem shorter. — Izaak Walton
Blog post 1 – Dragonfly
I’ve chosen to discuss the design process behind one of the enemies of our game, the dragonfly. Note that this reflection will be about the design of the appearance, and not the animation.
I should preface by shortly introducing the game concept we in group Mimic chose, which was A Game of Beelonging by group Ouroboros. A Game of Beelonging is, like all the other concepts, a shoot em’ up game. It’s primary target audience are kids in the ages 7-8. It […]
Blog post 1 – Dragonfly
I’ve chosen to discuss the design process behind one of the enemies of our game, the dragonfly. Note that this reflection will be about the design of the appearance, and not the animation.
I should preface by shortly introducing the game concept we in group Mimic chose, which was A Game of Beelonging by group Ouroboros. A Game of Beelonging is, like all the other concepts, a shoot em’ up game. It’s primary target audience are kids in the ages 7-8. It […]
Game Design journal 1
Mikael Ferroukhi date: 07/02/18
5SD064
During this week, I have been helping my Game Design team (Bugbear) by providing them with assets, sprites and ideas for different elements of our picked game: Omibozu.
The general idea of the game is to control a ship sailing through a mist in a quest to discover a mysterious supernatural entity, and while doing so using a floodlight in order to see through it and differentiate the different shapes that will appear, revealing if it is an […]
Game Design journal 1
Mikael Ferroukhi date: 07/02/18
5SD064
During this week, I have been helping my Game Design team (Bugbear) by providing them with assets, sprites and ideas for different elements of our picked game: Omibozu.
The general idea of the game is to control a ship sailing through a mist in a quest to discover a mysterious supernatural entity, and while doing so using a floodlight in order to see through it and differentiate the different shapes that will appear, revealing if it is an […]
Splashy Splash Screen
08/02/18
Splash screens typically serve to enhance the look and feeling of a game, it is the first thing the player sees when launching the game.
The fog, darkness and spotlight gives the player the aesthetic feeling of mystery before the game has started to make the player prepared and expected for what is coming next.
Process
While making the splash screen, we were sitting in the group together while drawing it so everyone could be involved in giving feedback. It is always good […]
Splashy Splash Screen
08/02/18
Splash screens typically serve to enhance the look and feeling of a game, it is the first thing the player sees when launching the game.
The fog, darkness and spotlight gives the player the aesthetic feeling of mystery before the game has started to make the player prepared and expected for what is coming next.
Process
While making the splash screen, we were sitting in the group together while drawing it so everyone could be involved in giving feedback. It is always good […]
Aether/Or: Creating a Projectile
As the inaugural entry of chronicling my experience in game development, I would like to talk about something I worked on this week, which was the projectile of the enemy set to appear in alpha. (Disclaimer: All assets are in the alpha stage and subject to change)
While it had been agreed upon that the enemy (the “Aether Ray’) would attack by firing a projectile from it’s tail, the exact nature of what was being fired had yet to be decided […]
Aether/Or: Creating a Projectile
As the inaugural entry of chronicling my experience in game development, I would like to talk about something I worked on this week, which was the projectile of the enemy set to appear in alpha. (Disclaimer: All assets are in the alpha stage and subject to change)
While it had been agreed upon that the enemy (the “Aether Ray’) would attack by firing a projectile from it’s tail, the exact nature of what was being fired had yet to be decided […]
Project Aetherial Blog One
Introduction
We are currently on sprint three of our game project, based on the concept document of the game Aetherial. For this first blog I will focus on the creation and development of one of the games’ enemies: the so-called sky pufferfish. As one of the graphical artists of the team, I am in charge of all the “common” enemies of the game, while the other artist is in charge of the player avatar and final boss. This was decided in […]
Project Aetherial Blog One
Introduction
We are currently on sprint three of our game project, based on the concept document of the game Aetherial. For this first blog I will focus on the creation and development of one of the games’ enemies: the so-called sky pufferfish. As one of the graphical artists of the team, I am in charge of all the “common” enemies of the game, while the other artist is in charge of the player avatar and final boss. This was decided in […]
7th of February
A lot have happened since the previous post – Mostly due to the fact that we wanted the camera to be tilted 45 degrees rather than have the game be truly top down (which would mean that the camera is tilted 90 degrees). Our justification for this is that the gameplay will heavily rely on exploration in the form of finding interesting sites and structures. Creating art assets that fuels this drive for exploration by virtue of being interesting to […]
7th of February
A lot have happened since the previous post – Mostly due to the fact that we wanted the camera to be tilted 45 degrees rather than have the game be truly top down (which would mean that the camera is tilted 90 degrees). Our justification for this is that the gameplay will heavily rely on exploration in the form of finding interesting sites and structures. Creating art assets that fuels this drive for exploration by virtue of being interesting to […]
Entry 1: Basic Enemies
My name is Jesper Karbing and I´m a graphics minor working as an artist in Group Jabberwock. I´m also Lead Sound. We are doing pixel art for our game concept, Behemoth, which is something I have never done before. The main aesthetic goal of the game is to make the player feel big and slow, like controlling heavy machinery. It is in regards to this that I design the enemy types that are encountered.
I will focus on telling the player through the […]
Entry 1: Basic Enemies
My name is Jesper Karbing and I´m a graphics minor working as an artist in Group Jabberwock. I´m also Lead Sound. We are doing pixel art for our game concept, Behemoth, which is something I have never done before. The main aesthetic goal of the game is to make the player feel big and slow, like controlling heavy machinery. It is in regards to this that I design the enemy types that are encountered.
I will focus on telling the player through the […]
Blog1
Sharks
The goal of this post is to present and reflect on the process I went through when beginning to design and animate the movement of the shark enemy for our game.
So how does a shark look like? Well that depends. There are many different kinds of sharks and they all look different. So the first thing I did was to research which types of sharks that were common in the seas surrounding Japan. I decided to go with the great white […]
Blog1
Sharks
The goal of this post is to present and reflect on the process I went through when beginning to design and animate the movement of the shark enemy for our game.
So how does a shark look like? Well that depends. There are many different kinds of sharks and they all look different. So the first thing I did was to research which types of sharks that were common in the seas surrounding Japan. I decided to go with the great white […]