Browsing 'Graphics': Posts from Game Design and Graphics

props, optimization, and animation

As the level stretches out to last a minute or two before the first boss it becomes increasingly apparent that there needs to be variety. The creation of the level functionally is as simple as laying out a path for the character to follow and occupying it with enemies, so the time consuming part is filling it with details and making it convincingly fit the theme. This involves adding props, and lots of them. Fences, crates, and carts can be used […]

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Program: Graphics

props, optimization, and animation

As the level stretches out to last a minute or two before the first boss it becomes increasingly apparent that there needs to be variety. The creation of the level functionally is as simple as laying out a path for the character to follow and occupying it with enemies, so the time consuming part is filling it with details and making it convincingly fit the theme. This involves adding props, and lots of them. Fences, crates, and carts can be used […]

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Program: Graphics

GUI – Menu Design

GUI. Usually enunciated as ‘gooey’ and stands for Graphical User Interface. But enough of the technical talk, let’s get down to business!
The week’s tasks were to begin creating parts of the GUI for our game project. There was recently a group play-testing event and for this event we had basically implemented place holders for our menu for the player to actually be able to play, restart and quit the game. They looked terrible, but hey, that’s what place holders are […]

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Program: Graphics

GUI – Menu Design

GUI. Usually enunciated as ‘gooey’ and stands for Graphical User Interface. But enough of the technical talk, let’s get down to business!
The week’s tasks were to begin creating parts of the GUI for our game project. There was recently a group play-testing event and for this event we had basically implemented place holders for our menu for the player to actually be able to play, restart and quit the game. They looked terrible, but hey, that’s what place holders are […]

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Program: Graphics

Week 3 -Designing a death screen

Hello world ! In this new post I am going to talk about the death screen I made for our Game selfish.
So, I was asked to draw a death screen to implement in our game. The screen is going to appear every time the main character dies and will be a transition between the actual time the player looses and starts again. Thus when I started making the screen, I wanted to put a game over and a continue with […]

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Program: Graphics

Week 3 -Designing a death screen

Hello world ! In this new post I am going to talk about the death screen I made for our Game selfish.
So, I was asked to draw a death screen to implement in our game. The screen is going to appear every time the main character dies and will be a transition between the actual time the player looses and starts again. Thus when I started making the screen, I wanted to put a game over and a continue with […]

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Program: Graphics

Stuff, mostly background-related, very interesting

I’ll say it right away, as it is: I don’t really (want to) have a clear structure or overarching topic or theme for this week’s post, it is more of a recounting of what happened the week after what happened in last week’s post…
After having done the animations of my farmers and other enemies for “Burn Witch Burn” (for more information on that, see last week’s blog post), I went back to the sprite for the player character – Izalith, […]

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Program: Graphics

Stuff, mostly background-related, very interesting

I’ll say it right away, as it is: I don’t really (want to) have a clear structure or overarching topic or theme for this week’s post, it is more of a recounting of what happened the week after what happened in last week’s post…
After having done the animations of my farmers and other enemies for “Burn Witch Burn” (for more information on that, see last week’s blog post), I went back to the sprite for the player character – Izalith, […]

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Program: Graphics

Sprites, clip dolls and bone-binding

This week has been a sort of continuation of last week, the concepts have been serving excellently to translate the concept into actual sprites.
But there was some changes that was needed to be done to the sprites to make them fit the game better.
For example, the character named Squirt needed some reworking in his positioning, he was to big and needed to be more compact since he’s spinning and shooting at the same time. So if he was too big […]

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Program: Graphics

Sprites, clip dolls and bone-binding

This week has been a sort of continuation of last week, the concepts have been serving excellently to translate the concept into actual sprites.
But there was some changes that was needed to be done to the sprites to make them fit the game better.
For example, the character named Squirt needed some reworking in his positioning, he was to big and needed to be more compact since he’s spinning and shooting at the same time. So if he was too big […]

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Program: Graphics

Bubble Gun Design

What
Designing power-ups and pick-ups is one of my tasks in the project process. We needed a pick-up for the pre-alpha, and there it was; a bubble gun for a 7 year old boy stuck in his nightmare and fighting his fears about school. It’s a gun that shoots lots of bubbles, and once a bubble hits an enemy, it becomes big enough to capture them inside and poison them until they gradually lose health points and die.
How
I started to search […]

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Program: Graphics

Bubble Gun Design

What
Designing power-ups and pick-ups is one of my tasks in the project process. We needed a pick-up for the pre-alpha, and there it was; a bubble gun for a 7 year old boy stuck in his nightmare and fighting his fears about school. It’s a gun that shoots lots of bubbles, and once a bubble hits an enemy, it becomes big enough to capture them inside and poison them until they gradually lose health points and die.
How
I started to search […]

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Program: Graphics

Week 3 – Making a splash screen

This week I’ve been working on a splash screen for our game called Selfish. We had received feedback for our game that it was hard to tell why the main character fish was shooting the other fish in the tank. So, our designer came up with the idea that we could have a splash screen with a sign that briefly tells the story. A splash screen is usually a screen at the start of a game that tells you what company […]

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Program: Graphics

Week 3 – Making a splash screen

This week I’ve been working on a splash screen for our game called Selfish. We had received feedback for our game that it was hard to tell why the main character fish was shooting the other fish in the tank. So, our designer came up with the idea that we could have a splash screen with a sign that briefly tells the story. A splash screen is usually a screen at the start of a game that tells you what company […]

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Program: Graphics

The Seven Deadly Sins

Last week I struggled with design decisions made about the enemies and how I would execute them. Even though I still have my doubts about it, this week provided me with some new insights and inspirations on how to approach the enemy design.
 
Click to view slideshow.
I started this week with doing more research about the seven deadly sins. Despite my earlier protest, the enemies being the seven deadly sins was not going to change. I was lost about how […]

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Program: Graphics

The Seven Deadly Sins

Last week I struggled with design decisions made about the enemies and how I would execute them. Even though I still have my doubts about it, this week provided me with some new insights and inspirations on how to approach the enemy design.
 
Click to view slideshow.
I started this week with doing more research about the seven deadly sins. Despite my earlier protest, the enemies being the seven deadly sins was not going to change. I was lost about how […]

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Program: Graphics

Leaves Until You Leave

During this week I was in charge of making leaves that would be used as assets for the different levels within the game me and Team Kraken are working on. While the concept of leaves itself can seem like a bland and easy subject at first, there is a lot more that goes on behind each detail of how a leaf is designed. The first point being what kind of leaf it is going to be. When deciding on what […]

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Program: Graphics

Leaves Until You Leave

During this week I was in charge of making leaves that would be used as assets for the different levels within the game me and Team Kraken are working on. While the concept of leaves itself can seem like a bland and easy subject at first, there is a lot more that goes on behind each detail of how a leaf is designed. The first point being what kind of leaf it is going to be. When deciding on what […]

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Program: Graphics

Designing an interesting HUD

The HUD (Heads-Up-Display) is an important element of any game. It serves to relay information, not seen inside the game world, to the player as a visble element inbetween the two. They come in various forms depending on what it is the HUD needs to display. I had already established what the parade bar is supposed to look like from before. However, I wasn’t how it looked in the first iteration. It was too stiff, the colours had no harmony […]

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Program: Graphics

Designing an interesting HUD

The HUD (Heads-Up-Display) is an important element of any game. It serves to relay information, not seen inside the game world, to the player as a visble element inbetween the two. They come in various forms depending on what it is the HUD needs to display. I had already established what the parade bar is supposed to look like from before. However, I wasn’t how it looked in the first iteration. It was too stiff, the colours had no harmony […]

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Program: Graphics

Title-screen Background

This week I have worked primarily on the Title Screen background for our thus-far nameless game based on the “Echo” Concept Document.
It is a relatively detailed picture, so it took quite a lot of time to make. I wanted it to invoke a sense of mystery, darkness and untouched nature.
I tried to create multiple layers of foreground and background so as to make the image seem as three-dimensional as possible, by, for example, having branches cross each other and drawing […]

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Program: Graphics

Title-screen Background

This week I have worked primarily on the Title Screen background for our thus-far nameless game based on the “Echo” Concept Document.
It is a relatively detailed picture, so it took quite a lot of time to make. I wanted it to invoke a sense of mystery, darkness and untouched nature.
I tried to create multiple layers of foreground and background so as to make the image seem as three-dimensional as possible, by, for example, having branches cross each other and drawing […]

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Program: Graphics

A Knight in the Night

Hi!
Its time again for another blog post and this time I’m going to talk about yet another character creation. The time has come for the knight in not so shining armor to pick up his shield and sword and join the hunt for the witch.
The knight is a slow moving enemy with a shield that blocks attacks from the front. In comparison to the farmer enemy he cannot throw projectiles. Instead, he performs a sweeping attack in an arc in […]

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Program: Graphics

A Knight in the Night

Hi!
Its time again for another blog post and this time I’m going to talk about yet another character creation. The time has come for the knight in not so shining armor to pick up his shield and sword and join the hunt for the witch.
The knight is a slow moving enemy with a shield that blocks attacks from the front. In comparison to the farmer enemy he cannot throw projectiles. Instead, he performs a sweeping attack in an arc in […]

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Program: Graphics