Browsing 'Graphics': Posts from Game Design and Graphics

Post #3 – Crosshair
This week marked an important week for my team and I. We had an important deadline which was alpha. Alpha meant that the game had to be playable and include basic functionality. Luckily to make a functioning game there was not so much stress on the graphics students as there was for the programmers and game designers as basic functionality did not depend on working animations. Nonetheless we still had work I aimed to complete.
I decided that for the alpha […]

Post #3 – Crosshair
This week marked an important week for my team and I. We had an important deadline which was alpha. Alpha meant that the game had to be playable and include basic functionality. Luckily to make a functioning game there was not so much stress on the graphics students as there was for the programmers and game designers as basic functionality did not depend on working animations. Nonetheless we still had work I aimed to complete.
I decided that for the alpha […]

What about a title?!
Much the same as last week, this week’s sprint consisted mainly of finishing up some small stuff here and there. A few of the bigger approaches this week were the design and creation of a title, which we had completely forgotten about, and an animated intro to provide a better explanation for the story. In this week’s blog post I am thus going to talk about multiple subjects.
The idea of the animated intro came quite late into the project, too […]

What about a title?!
Much the same as last week, this week’s sprint consisted mainly of finishing up some small stuff here and there. A few of the bigger approaches this week were the design and creation of a title, which we had completely forgotten about, and an animated intro to provide a better explanation for the story. In this week’s blog post I am thus going to talk about multiple subjects.
The idea of the animated intro came quite late into the project, too […]

Main menu
This time I will adress how I made the initial scene with my main menu and the belonging artefacts/buttons. I had a dialogue with the designer and the other members of my team about how we thought about the look of the main menu. I then went home and made some initial sketches traditionally and then made different colour sketches and compositions for the image in Photoshop. When I was happy with the result I presented a clean and clear […]

Main menu
This time I will adress how I made the initial scene with my main menu and the belonging artefacts/buttons. I had a dialogue with the designer and the other members of my team about how we thought about the look of the main menu. I then went home and made some initial sketches traditionally and then made different colour sketches and compositions for the image in Photoshop. When I was happy with the result I presented a clean and clear […]

Week 5 – Polish
This week and the week before it(and probably next week as well) I and the others in the group of Quetzalcoatl have been working on polishing our game. There are still a few things needed to be drawn, such as the third enemy and its ammo and a few animations still need to be added. But, what I was asked by my group to do until the final was to polish up the background and the sign we need for […]

Week 5 – Polish
This week and the week before it(and probably next week as well) I and the others in the group of Quetzalcoatl have been working on polishing our game. There are still a few things needed to be drawn, such as the third enemy and its ammo and a few animations still need to be added. But, what I was asked by my group to do until the final was to polish up the background and the sign we need for […]

Game Design 2: GUI & HUD
The last 2 weeks, I have been working on finalizing the GUI (Graphical User Interface) and HUD (Heads-Up Display) for the game my team has been working on (Shelfish). When it came to the main menu I had an idea from the start, I wanted to use wooden blanks for the button background, in addition to sticking to the design theme by making cartoonish text with still an element of humor. For the planks, I simply started sketching different types, […]

Game Design 2: GUI & HUD
The last 2 weeks, I have been working on finalizing the GUI (Graphical User Interface) and HUD (Heads-Up Display) for the game my team has been working on (Shelfish). When it came to the main menu I had an idea from the start, I wanted to use wooden blanks for the button background, in addition to sticking to the design theme by making cartoonish text with still an element of humor. For the planks, I simply started sketching different types, […]

A moving, but readable text projectile
This week, on the game project Revenge of Teddy…
Recently, I had redesigned the previously paper planes throwing enemy into an enemy that uses laughter as it weapon to fit a new bullet pattern that was implemented. The projectile connected with the enemy had to be changed as well, from paper planes to something that signals “dangerous laughter”, so that is what I’m going to be talking about this week.
Both of my initial ideas where based around comic book sound effects, […]

A moving, but readable text projectile
This week, on the game project Revenge of Teddy…
Recently, I had redesigned the previously paper planes throwing enemy into an enemy that uses laughter as it weapon to fit a new bullet pattern that was implemented. The projectile connected with the enemy had to be changed as well, from paper planes to something that signals “dangerous laughter”, so that is what I’m going to be talking about this week.
Both of my initial ideas where based around comic book sound effects, […]

Baby steps in animation
Your pal Stella from Team Nazgul here once again to give you a peek into the radical world of making a video game happen.
This week we’ll take a look at my choppy first attempt at a walk loop for the Witch Hunter boss in Burn Witch, Burn.
Sprite sheet of the first key frames of the walk cycle
I’m not a very experienced animator so from the very start I knew doing this project could be a mouthful […]

Baby steps in animation
Your pal Stella from Team Nazgul here once again to give you a peek into the radical world of making a video game happen.
This week we’ll take a look at my choppy first attempt at a walk loop for the Witch Hunter boss in Burn Witch, Burn.
Sprite sheet of the first key frames of the walk cycle
I’m not a very experienced animator so from the very start I knew doing this project could be a mouthful […]

Blog Post 3/9/2017 Final Touches
Unfortunately its getting close to the end of our game development and we are wrapping up what’s left. So there isn’t much for me to report on this week and even less for me to go into detail about. However, I still plan on going through the few things I worked on.
We have always planned on having minor details in the rooms. The plan for the backstory of why you are in an abandoned office, is that they just moved […]

Blog Post 3/9/2017 Final Touches
Unfortunately its getting close to the end of our game development and we are wrapping up what’s left. So there isn’t much for me to report on this week and even less for me to go into detail about. However, I still plan on going through the few things I worked on.
We have always planned on having minor details in the rooms. The plan for the backstory of why you are in an abandoned office, is that they just moved […]

Additions to the GUI
As the deadline is closing in we are mostly just finalizing things and adding the remaining missing assets to the game. All the features have been implemented as the most time consuming tasks have been completed. For the most part the UI needs to be worked on to comply with more recent design changes.
Since the player has 10 points of health the healthbar needed an additional asset to better represent the amount of health the player has. We could just […]

Additions to the GUI
As the deadline is closing in we are mostly just finalizing things and adding the remaining missing assets to the game. All the features have been implemented as the most time consuming tasks have been completed. For the most part the UI needs to be worked on to comply with more recent design changes.
Since the player has 10 points of health the healthbar needed an additional asset to better represent the amount of health the player has. We could just […]

UI Attracts Ur Eye
The post this week will be entirely focused on graphics, wohoo. In this post I will detail the design decisions behind the GUI artefacts I made for our game, and I will list the principles that guided me while making the assets.
In-Game GUI
Due to the importance of conveying gameplay relevant information to the player in real time, the in-game GUI took priority and was an element I started working on early in the project.
I started with what I deemed most important […]

UI Attracts Ur Eye
The post this week will be entirely focused on graphics, wohoo. In this post I will detail the design decisions behind the GUI artefacts I made for our game, and I will list the principles that guided me while making the assets.
In-Game GUI
Due to the importance of conveying gameplay relevant information to the player in real time, the in-game GUI took priority and was an element I started working on early in the project.
I started with what I deemed most important […]

Week 5 – The GUI
Week 5 has come to an end and I can easily say that this has been the most stressful week thus far.
With the Beta deadline passed and about one and a half week left till the final deadline we thought we would have a rather easy week ahead of us, mainly finalizing some stuff and doing minor changes. However there was one obstacle in the way for us art students before we could actually start working on those things and […]

Week 5 – The GUI
Week 5 has come to an end and I can easily say that this has been the most stressful week thus far.
With the Beta deadline passed and about one and a half week left till the final deadline we thought we would have a rather easy week ahead of us, mainly finalizing some stuff and doing minor changes. However there was one obstacle in the way for us art students before we could actually start working on those things and […]

Title-Screen Buttons
I have worked on making a series of buttons for the title screen of our thus-far nameless game based upon the “Echo” concept document.
Ours is a game that takes place in nature, and I wanted the title-screen to be reflective of this. I made the buttons to be in the shape of leaves, partly to match the aforementioned nature-theme, but also simply because I like the vibrant green color and the pattern of the veins within them. I went specifically […]

Title-Screen Buttons
I have worked on making a series of buttons for the title screen of our thus-far nameless game based upon the “Echo” concept document.
Ours is a game that takes place in nature, and I wanted the title-screen to be reflective of this. I made the buttons to be in the shape of leaves, partly to match the aforementioned nature-theme, but also simply because I like the vibrant green color and the pattern of the veins within them. I went specifically […]