Browsing 'Graphics': Posts from Game Design and Graphics

Creating an Accessible User Interface
Author: Hanna Hagenmalm
Team: Leviathan
Concept: Draxl’s Journey
The past two weeks I have spent designing the user interface (UI) for the game.
A cluttered, dense user interface can be difficult to navigate. For new gamers, who might not be accustomed to interpreting the information presented by a game, and for people with some form of visual impairment, it might become overwhelming; a barrier to actually playing the game.
Given that the game I am working on is aimed at non-players and casual players, as […]

Creating an Accessible User Interface
Author: Hanna Hagenmalm
Team: Leviathan
Concept: Draxl’s Journey
The past two weeks I have spent designing the user interface (UI) for the game.
A cluttered, dense user interface can be difficult to navigate. For new gamers, who might not be accustomed to interpreting the information presented by a game, and for people with some form of visual impairment, it might become overwhelming; a barrier to actually playing the game.
Given that the game I am working on is aimed at non-players and casual players, as […]

So many blogs, so little time
Hey friends!
Im sorry that this place is quite because now I am working on a new project called Penny’s Farm and responsible for updating blogs and other social media. If you want to check it out it’s Pennys farm.wordpress here and @pennysfarmgame on twitter and @pennys_farm_game on Instagram. Check us out
On another note I am graduating soon and not sure what the future will look like. At least I will be a member of the team organizing Nordic Game […]

So many blogs, so little time
Hey friends!
Im sorry that this place is quite because now I am working on a new project called Penny’s Farm and responsible for updating blogs and other social media. If you want to check it out it’s Pennys farm.wordpress here and @pennysfarmgame on twitter and @pennys_farm_game on Instagram. Check us out
On another note I am graduating soon and not sure what the future will look like. At least I will be a member of the team organizing Nordic Game […]

Shot, shot, shots.
Heyo, here we are again for a new post on my blog. Today I’m going to talk projectiles and their animations. So buckle up your seat belt and let’s jump in into panda’s analytical brain again.
Anyway for today I’m going to talk about projectiles. At first I thought since our protagonists are insects, that they would spit fluids at their enemies and that their fluids would be on the other side of the spectrum to bring contrast. Per example if […]

Shot, shot, shots.
Heyo, here we are again for a new post on my blog. Today I’m going to talk projectiles and their animations. So buckle up your seat belt and let’s jump in into panda’s analytical brain again.
Anyway for today I’m going to talk about projectiles. At first I thought since our protagonists are insects, that they would spit fluids at their enemies and that their fluids would be on the other side of the spectrum to bring contrast. Per example if […]

Even more animations
So, this week has been full of animations since that was the only thing that was left to implement before the beta.
Since we are using Anima 2D in unity it made it easy to move between the animations, if you need to change anything or make a new animation or pose then you can just move the bones and you have a new pose. But the problem with this is making a clip-doll that can be bent in this […]

Even more animations
So, this week has been full of animations since that was the only thing that was left to implement before the beta.
Since we are using Anima 2D in unity it made it easy to move between the animations, if you need to change anything or make a new animation or pose then you can just move the bones and you have a new pose. But the problem with this is making a clip-doll that can be bent in this […]

GUI Draft Design
I’ve been working lately on designing a user interface for our game in development. It is as well a deliverable for our 2D2 class in our minor program as graphic design students. To design a user interface, you need to take into consideration the theme of your game, its type, the art style used in it, and also making things noticeable without affecting the visibility of the game.
The game I’m part of its development team is about a kid’s nightmare […]

GUI Draft Design
I’ve been working lately on designing a user interface for our game in development. It is as well a deliverable for our 2D2 class in our minor program as graphic design students. To design a user interface, you need to take into consideration the theme of your game, its type, the art style used in it, and also making things noticeable without affecting the visibility of the game.
The game I’m part of its development team is about a kid’s nightmare […]

Crown of Creation, The Struggle-Tile!
Hello!
This week, I’ve been working on the background tile for our game. It will be the base for the entire game, so the most important part was to make it connect well when looped.
I’d never done this before, so it was a bit of a challenge, and I had to repeat progress quite often since I had trouble implementing it. I wished for there to be a tile add-on to Photoshop, but alas! I had to do it myself. An […]

Crown of Creation, The Struggle-Tile!
Hello!
This week, I’ve been working on the background tile for our game. It will be the base for the entire game, so the most important part was to make it connect well when looped.
I’d never done this before, so it was a bit of a challenge, and I had to repeat progress quite often since I had trouble implementing it. I wished for there to be a tile add-on to Photoshop, but alas! I had to do it myself. An […]

The Berry Portrayal
During this week I was in charge of implementing multiple different art assets to our game. The main art asset I have been working on this week the berry. I did have other tasks, such as recoloring the thorn vines previously mentioned on the last blog. However the berry was one of the main art assets I needed to implement. The berry has a major role in the game.
The berry’s function in the game is that once the moth collides […]

The Berry Portrayal
During this week I was in charge of implementing multiple different art assets to our game. The main art asset I have been working on this week the berry. I did have other tasks, such as recoloring the thorn vines previously mentioned on the last blog. However the berry was one of the main art assets I needed to implement. The berry has a major role in the game.
The berry’s function in the game is that once the moth collides […]

Highly scientific color stuff
So, as mentioned in last week’s blog post, I will go into the colorization process of some of my sprites this time. Doing so, I will also refer back to my first article about the style and character concept creation of Burn Witch Burn’s protagonist, the hunted fire-witch Izalith. [So, if you are REALLY interested in this, you might want to check it out first. But then again, who cares… about anything… anymore… Yes, my grim attitude might result from […]

Highly scientific color stuff
So, as mentioned in last week’s blog post, I will go into the colorization process of some of my sprites this time. Doing so, I will also refer back to my first article about the style and character concept creation of Burn Witch Burn’s protagonist, the hunted fire-witch Izalith. [So, if you are REALLY interested in this, you might want to check it out first. But then again, who cares… about anything… anymore… Yes, my grim attitude might result from […]

Environment Textures and Vegetation
2017-03-02
The spaces that the player will travel through in the deep will sometimes be lush, comfy areas and sometimes rougher, more hostile environments. This is meant to communicate to the player what they can expect to find, if they should be more cautious or if they can feel safe.
This week I’ve focused on the sprites for the more lush and friendly environment. We are using the tool Ferr2d to let us edit the level quickly and easily. This allows us […]

Environment Textures and Vegetation
2017-03-02
The spaces that the player will travel through in the deep will sometimes be lush, comfy areas and sometimes rougher, more hostile environments. This is meant to communicate to the player what they can expect to find, if they should be more cautious or if they can feel safe.
This week I’ve focused on the sprites for the more lush and friendly environment. We are using the tool Ferr2d to let us edit the level quickly and easily. This allows us […]

Week 4 – To crush your enemies, to see them driven before you.
Ladies and gentlemen, welcome for the blog of this week ! As you noticed already in the title, I will talk today about all the work I’ve been through this week to draw some sprites for dead enemies. (I’m sorry for all Conan’s fan who thought that according to the title I was going to talk about Conan, but the cake is ALWAYS a lie. )
So, this week I was in charge of drawing some sprites for the 2 […]

Week 4 – To crush your enemies, to see them driven before you.
Ladies and gentlemen, welcome for the blog of this week ! As you noticed already in the title, I will talk today about all the work I’ve been through this week to draw some sprites for dead enemies. (I’m sorry for all Conan’s fan who thought that according to the title I was going to talk about Conan, but the cake is ALWAYS a lie. )
So, this week I was in charge of drawing some sprites for the 2 […]

Blog post 3/2/2017 Main Menu
This wasn’t necessarily a productive week for me. I have still been working on the finishing assets for our game, whose deadline we are rapidly approaching. I find myself rushing to finish what is left in order to be ready for any last minute needs, i.e. if we forgot something.
I started my week off by working on the Main Menu. This task wasn’t very hard to finish, but the planning for how i wanted it to look and looking for […]

Blog post 3/2/2017 Main Menu
This wasn’t necessarily a productive week for me. I have still been working on the finishing assets for our game, whose deadline we are rapidly approaching. I find myself rushing to finish what is left in order to be ready for any last minute needs, i.e. if we forgot something.
I started my week off by working on the Main Menu. This task wasn’t very hard to finish, but the planning for how i wanted it to look and looking for […]

Game Design 2: Explosion Animation
Last week, I worked on creating a explosion for when the bazooka would either hit an in-game object like for example, a platform or rock,or the in-game enemies. Since the bazooka is used to take out numerous enemies at once, we thought an explosion would help communicate to the player that the enemies are being hit with a certain amount of force, hence the explosion.
I started by making a few sketches on how the explosion could look, while keeping in mind […]

Game Design 2: Explosion Animation
Last week, I worked on creating a explosion for when the bazooka would either hit an in-game object like for example, a platform or rock,or the in-game enemies. Since the bazooka is used to take out numerous enemies at once, we thought an explosion would help communicate to the player that the enemies are being hit with a certain amount of force, hence the explosion.
I started by making a few sketches on how the explosion could look, while keeping in mind […]