Browsing 'Graphics': Posts from Game Design and Graphics

Helper Bot Movement and Eye Animations
2017-02-16
On their journey into the deep the player and BLUP will end up gaining a small helper-robot as a follower. Its origins are mysterious, and it looks ancient, almost arcane in its design.
The robot will basically function as a warning alarm that lets out a noise, and blinks red with its single eye whenever the player enters the proximity of a hostile creature. So apart from the basic movement animations it also needed separate animations for the eye. When assembling […]

Helper Bot Movement and Eye Animations
2017-02-16
On their journey into the deep the player and BLUP will end up gaining a small helper-robot as a follower. Its origins are mysterious, and it looks ancient, almost arcane in its design.
The robot will basically function as a warning alarm that lets out a noise, and blinks red with its single eye whenever the player enters the proximity of a hostile creature. So apart from the basic movement animations it also needed separate animations for the eye. When assembling […]

first level
The concept for the game Burn Witch Burn has it split in two parts: the first being an escape from a village after avoiding death, and the second is returning to the nearby castle. The first part ends with a fight with a witch hunter, and the second ends with confronting the final boss, who will be a queen. This gives the game two levels, and we decided pretty early that it could be more interesting to have a path that […]

first level
The concept for the game Burn Witch Burn has it split in two parts: the first being an escape from a village after avoiding death, and the second is returning to the nearby castle. The first part ends with a fight with a witch hunter, and the second ends with confronting the final boss, who will be a queen. This gives the game two levels, and we decided pretty early that it could be more interesting to have a path that […]

Crown of Creation: The health bar
Hello! For this week’s sprint, one of my goals was to create a health bar
This is how I’ve created this prototype: I copied one of the main character’s legs and used the liquify tool to make it the size and shape I wanted, so that It could fit the shape I wanted while still having the exact characteristics as the main character. I then cleaned it up with a hard round brush the same size as the leg’s outlines. I […]

Crown of Creation: The health bar
Hello! For this week’s sprint, one of my goals was to create a health bar
This is how I’ve created this prototype: I copied one of the main character’s legs and used the liquify tool to make it the size and shape I wanted, so that It could fit the shape I wanted while still having the exact characteristics as the main character. I then cleaned it up with a hard round brush the same size as the leg’s outlines. I […]

Animating a farmer
In this week’s post, I want to talk about an animation I made for “Burn Witch Burn” about two weeks ago (more info on the game in last week’s post and probably coming ones).
For my first two animation cycles and their respective sprite-sheets, I opted to focus on the farmer-type enemy first, as they are the most prevalent enemies. Me being the only one in the graphics department of my team, I must focus on the most quintessential graphical elements […]

Animating a farmer
In this week’s post, I want to talk about an animation I made for “Burn Witch Burn” about two weeks ago (more info on the game in last week’s post and probably coming ones).
For my first two animation cycles and their respective sprite-sheets, I opted to focus on the farmer-type enemy first, as they are the most prevalent enemies. Me being the only one in the graphics department of my team, I must focus on the most quintessential graphical elements […]

Post #2 – Swordfish
This week in graphics for my team’s game Selfish I decided to provide additional art for one of the enemies. Joel my team’s game designer had designed an enemy that would charge forward and follow the player. I sat down and brainstormed some ideas of various types of fishes that could fulfill this role. Without a doubt I thought of the swordfish, famous for its long sharp like beak for a mouth, the fish would portray perfectly the actions that […]

Post #2 – Swordfish
This week in graphics for my team’s game Selfish I decided to provide additional art for one of the enemies. Joel my team’s game designer had designed an enemy that would charge forward and follow the player. I sat down and brainstormed some ideas of various types of fishes that could fulfill this role. Without a doubt I thought of the swordfish, famous for its long sharp like beak for a mouth, the fish would portray perfectly the actions that […]
Enemy – Frog
After working on the hornet-like ”Hunter” enemy last week, I was tasked with designing another enemy. This time, it was a frog.
I have actually always liked frogs, so I had fun designing and drawing the asset.
Since we are going for quite a fantasy-like world, with a lot of non-realistic color schemes and patterns, I had basically free reign when deciding what it should look like.
Since our game is very dark, I wanted to make sure that the frog would easily […]
Enemy – Frog
After working on the hornet-like ”Hunter” enemy last week, I was tasked with designing another enemy. This time, it was a frog.
I have actually always liked frogs, so I had fun designing and drawing the asset.
Since we are going for quite a fantasy-like world, with a lot of non-realistic color schemes and patterns, I had basically free reign when deciding what it should look like.
Since our game is very dark, I wanted to make sure that the frog would easily […]

16/2 review
During this weeks production i have among other things begun the work process of creating decorative assets for our in game environment, specifically two rudimentary models of underwater plants to spice up the game’s visuals. As of the time of writing my team’s game only has a very rudimentary background which is little more than a few colors mixed together to create a temporary image to set the mood of the game rather than represent what will actually be there. […]

16/2 review
During this weeks production i have among other things begun the work process of creating decorative assets for our in game environment, specifically two rudimentary models of underwater plants to spice up the game’s visuals. As of the time of writing my team’s game only has a very rudimentary background which is little more than a few colors mixed together to create a temporary image to set the mood of the game rather than represent what will actually be there. […]

Further Development of the Spider Animation
This week I continued to work on the spider animations frames. I did finish the walking animations of the spider, as well as finish the attack animation. The spider walking animation itself took around 28 hours of work time during the week prior to this one. I have already mentioned this in the blog “The Frustrating Spider Animation” in terms of why the process was so long. In short, I didn’t know how the legs of the spider moved in […]

Further Development of the Spider Animation
This week I continued to work on the spider animations frames. I did finish the walking animations of the spider, as well as finish the attack animation. The spider walking animation itself took around 28 hours of work time during the week prior to this one. I have already mentioned this in the blog “The Frustrating Spider Animation” in terms of why the process was so long. In short, I didn’t know how the legs of the spider moved in […]

The Moray Eel boss
This past week me and my team have been discussing the possible implementation of a boss in our game (SelFish). As of yet, it’s not final that we will have this boss in our finished product. However, we felt that it is important to include a designed concept with the core mechanics needed before the feature freeze coming up next week. So therefore, I’ve mainly been focusing on this boss this sprint.
The team decided on a moray eel as the […]

The Moray Eel boss
This past week me and my team have been discussing the possible implementation of a boss in our game (SelFish). As of yet, it’s not final that we will have this boss in our finished product. However, we felt that it is important to include a designed concept with the core mechanics needed before the feature freeze coming up next week. So therefore, I’ve mainly been focusing on this boss this sprint.
The team decided on a moray eel as the […]

Backgrounds and parallax
During this last week I’ve been mostly working on the background and its related components. At first I had to make a single static image to be panned across the screen as an initial version of the background. This was done to avoid presenting a blank background last week which would have made the game look more unfinished than it was. However, I didn’t make that version without any thought put into it. It was done in photoshop (like all […]

Backgrounds and parallax
During this last week I’ve been mostly working on the background and its related components. At first I had to make a single static image to be panned across the screen as an initial version of the background. This was done to avoid presenting a blank background last week which would have made the game look more unfinished than it was. However, I didn’t make that version without any thought put into it. It was done in photoshop (like all […]

A vicious flower
For this post I choose to focus on the designing and drawing I made this week of one of the enemies for our game. We have decided that besides the usual dangers that lurk in the world of an insect we should also have a flower that can shoot projectiles at our protagonist, and since the programers need to integrate the animation into the game it was time to create it now.
The flower is supposed to be an enemy, so […]

A vicious flower
For this post I choose to focus on the designing and drawing I made this week of one of the enemies for our game. We have decided that besides the usual dangers that lurk in the world of an insect we should also have a flower that can shoot projectiles at our protagonist, and since the programers need to integrate the animation into the game it was time to create it now.
The flower is supposed to be an enemy, so […]

A blog: Part 2 – Blog? Blog.
5SD064
This week has been a busy one, the entire team was working really hard to make everything ready for the alpha playtest and the presentation. One of the things that i have been working on now that my alpha work was complete, is animations for the enemy characters. The enemy that has the most fleshed out graphics is the one we call the rifleman. He carries a rifle, and is the ranged enemy that the player encounters throughout the game. […]

A blog: Part 2 – Blog? Blog.
5SD064
This week has been a busy one, the entire team was working really hard to make everything ready for the alpha playtest and the presentation. One of the things that i have been working on now that my alpha work was complete, is animations for the enemy characters. The enemy that has the most fleshed out graphics is the one we call the rifleman. He carries a rifle, and is the ranged enemy that the player encounters throughout the game. […]