Browsing 'Graphics': Posts from Game Design and Graphics

Rendering the Demon

This week I have solely focused on rendering the Demon enemy to look more bad ass. The process of coloring and rendering have been definitely the most enjoyable parts of creating the whole of the design.
I would say I have definitely succeeded in the “more bad ass” -part but as I worked on the image I noticed my lack of experience in painting texture and lighting. As you can see there is no specific texture on the character, other than […]

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Program: Graphics

Rendering the Demon

This week I have solely focused on rendering the Demon enemy to look more bad ass. The process of coloring and rendering have been definitely the most enjoyable parts of creating the whole of the design.
I would say I have definitely succeeded in the “more bad ass” -part but as I worked on the image I noticed my lack of experience in painting texture and lighting. As you can see there is no specific texture on the character, other than […]

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Program: Graphics

Iteration is Key

Greetings dear reader! I’m Harry and in this weeks post I’m going to talk about the key to all good design: iteration.
The artifact I have chosen to talk about this week is, as you can see in the featured picture, not an ordinary knight. I present to you The Kings Guard.
The Kings Guard is going to be the final encounter in our game and a so called boss-battle. He’s going to test the player on what he/she has learned throughout […]

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Program: Graphics

Iteration is Key

Greetings dear reader! I’m Harry and in this weeks post I’m going to talk about the key to all good design: iteration.
The artifact I have chosen to talk about this week is, as you can see in the featured picture, not an ordinary knight. I present to you The Kings Guard.
The Kings Guard is going to be the final encounter in our game and a so called boss-battle. He’s going to test the player on what he/she has learned throughout […]

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Program: Graphics

Frog – Animations

This week I have worked on animating the frog enemy that I drew a couple of weeks ago. As of now, it is meant to be stationary, but I might have to make an animation of it rotating in place in the future, if that decision changes.
I have made one idle animation, as well as two versions of an attack animation, both in Photoshop. The idle animation is pretty simple, with the only movement being the eyes and the vocal […]

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Program: Graphics

Frog – Animations

This week I have worked on animating the frog enemy that I drew a couple of weeks ago. As of now, it is meant to be stationary, but I might have to make an animation of it rotating in place in the future, if that decision changes.
I have made one idle animation, as well as two versions of an attack animation, both in Photoshop. The idle animation is pretty simple, with the only movement being the eyes and the vocal […]

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Program: Graphics

3/2 review

For the duration of this last sprint i have spent a considerable amount of my time faffing about in various parts of the unity inspector wherein i’ve been working quite a lot with unity’s particle system Shuriken. I have for one been working with modifying or already extant ambient particle system to make it appear all across the level as well as changed and experimented with a handful of other settings.
But enough filling out the word quota, the asset i’m […]

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Program: Graphics

3/2 review

For the duration of this last sprint i have spent a considerable amount of my time faffing about in various parts of the unity inspector wherein i’ve been working quite a lot with unity’s particle system Shuriken. I have for one been working with modifying or already extant ambient particle system to make it appear all across the level as well as changed and experimented with a handful of other settings.
But enough filling out the word quota, the asset i’m […]

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Program: Graphics

Precision Training and Polishing Line Art

Last week I finished most rough enemy animations for the game Revenge of Teddy, so this week I have been able to continue on to polishing line art for them. As I usually prefer speed over precision, I seldom draw very precise line art and instead leave my drawings at a somewhat sketchy phase. I have therefore taken this opportunity to deliberately focus on improving my precision as I have polished the line art of the rough animations.
I went over each […]

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Program: Graphics

Precision Training and Polishing Line Art

Last week I finished most rough enemy animations for the game Revenge of Teddy, so this week I have been able to continue on to polishing line art for them. As I usually prefer speed over precision, I seldom draw very precise line art and instead leave my drawings at a somewhat sketchy phase. I have therefore taken this opportunity to deliberately focus on improving my precision as I have polished the line art of the rough animations.
I went over each […]

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Program: Graphics

Blog 4

This week I have once more been dealing with the trouble of not having a working tablet. Earlier I thought it was the cable, but it was more complicated than that.

I have been working on a lot this week, but what I have been spending most time on, is once more the fire-bird. This time, I have been working more on the colour, and making it look like it is burning and this is how I did it:
Last time I […]

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Program: Graphics

Blog 4

This week I have once more been dealing with the trouble of not having a working tablet. Earlier I thought it was the cable, but it was more complicated than that.

I have been working on a lot this week, but what I have been spending most time on, is once more the fire-bird. This time, I have been working more on the colour, and making it look like it is burning and this is how I did it:
Last time I […]

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Program: Graphics

Pitchforks, Torches and Copy paste: How to Easily Create an Angry Mob

Stella from Team Nazgul here again.
Before I go into this week’s topic I’d just like to mention that I think I’ve finally fixed the comment problem! Only took me about… 3 weeks. So sorry about that.
Anyway, this week I’m gonna explain my work process behind the Angry mob in Burn Witch, Burn.

My fist sketch for the angry mob of medieval farmers who chase after the witch protagonist and slay her if she is caught. It is […]

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Program: Graphics

Pitchforks, Torches and Copy paste: How to Easily Create an Angry Mob

Stella from Team Nazgul here again.
Before I go into this week’s topic I’d just like to mention that I think I’ve finally fixed the comment problem! Only took me about… 3 weeks. So sorry about that.
Anyway, this week I’m gonna explain my work process behind the Angry mob in Burn Witch, Burn.

My fist sketch for the angry mob of medieval farmers who chase after the witch protagonist and slay her if she is caught. It is […]

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Program: Graphics

Now you’re thinking with portals!

This week I’ve been working on various things, and most of it has been animations (with some GUI tweaks/additions). While animation by itself is interesting topic, it’s probably less interesting to read about how I applied the 12 principles of animation for our characters. An animated portal on the other hand is a bit different, due to the variety and expectations of motion they present. For out game we want a portal for the character to exit through after the […]

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Program: Graphics

Now you’re thinking with portals!

This week I’ve been working on various things, and most of it has been animations (with some GUI tweaks/additions). While animation by itself is interesting topic, it’s probably less interesting to read about how I applied the 12 principles of animation for our characters. An animated portal on the other hand is a bit different, due to the variety and expectations of motion they present. For out game we want a portal for the character to exit through after the […]

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Program: Graphics

Getting our background off the ground.

 
Hey!
This week, I’ll be talking about an asset I made a while ago, a modular scenery generator / spawner. This’ll be a coding post themed around graphics but not really.
The game I’m working on with my group, “Burn Witch, Burn!”, is a top down shooter with a scrolling background. While making the backgrounds for the game, I deliberately wanted to avoid making the objects in them, such as the trees, rocks, and houses, part of the background. I wanted to […]

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Program: Graphics

Getting our background off the ground.

 
Hey!
This week, I’ll be talking about an asset I made a while ago, a modular scenery generator / spawner. This’ll be a coding post themed around graphics but not really.
The game I’m working on with my group, “Burn Witch, Burn!”, is a top down shooter with a scrolling background. While making the backgrounds for the game, I deliberately wanted to avoid making the objects in them, such as the trees, rocks, and houses, part of the background. I wanted to […]

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Program: Graphics

Dancing Seaweed

Herrow,
Today I made some fun polish and tweaking to the fishbowl carnage that is our interpretation of the Selfish game concept.
Now when most of our animations have been implemented, and most stuff is is running along smoothly whilst still hurrying to get all the stuff into the game before the Beta, I started trying out anima2d. Anima 2d is a downloadable animator tool in Unity which makes animating still pictures easy with its bone structure system.
 
To give the player additional […]

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Program: Graphics

Dancing Seaweed

Herrow,
Today I made some fun polish and tweaking to the fishbowl carnage that is our interpretation of the Selfish game concept.
Now when most of our animations have been implemented, and most stuff is is running along smoothly whilst still hurrying to get all the stuff into the game before the Beta, I started trying out anima2d. Anima 2d is a downloadable animator tool in Unity which makes animating still pictures easy with its bone structure system.
 
To give the player additional […]

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Program: Graphics

Animating Stephen

I am going to write about an artifact I made last week. This artifact is a swimming animation I made for the main character Stephen.
I started out with the placeholder, looking at it and I thinking about how the fin should move to make it look like the player character is swimming. I thought the frame by frame method (which is drawing one frame at a time, to make an animation) would be most suitable for the character considering the […]

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Program: Graphics

Animating Stephen

I am going to write about an artifact I made last week. This artifact is a swimming animation I made for the main character Stephen.
I started out with the placeholder, looking at it and I thinking about how the fin should move to make it look like the player character is swimming. I thought the frame by frame method (which is drawing one frame at a time, to make an animation) would be most suitable for the character considering the […]

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Program: Graphics

Clam Animation

In our game Selfish, we had decided to have clams that you could pick up power ups from. The design of the clams were made by the other artist in our group. So when it was time to start animating things in the game, I set out to animate the clam.

First I got the image from Rebecka, I then duplicated it several times and started to use the warp tool on the different layers to manipulate the image and make […]

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Program: Graphics

Clam Animation

In our game Selfish, we had decided to have clams that you could pick up power ups from. The design of the clams were made by the other artist in our group. So when it was time to start animating things in the game, I set out to animate the clam.

First I got the image from Rebecka, I then duplicated it several times and started to use the warp tool on the different layers to manipulate the image and make […]

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Program: Graphics