Browsing 'Graphics': Posts from Game Design and Graphics

Animating a projectile
This week I have been working on a wide variety of assets for our game, but the artefact that I have chosen to write about for this week is the standard projectile I designed and animated. This projectile was produced during previous weeks, but it did take some time for me to finally get it right. I drew and animated the projectile in Photoshop using my Wacom Intuos Pro.
So, as the main character’s power is fire, it would only seem […]

Animating a projectile
This week I have been working on a wide variety of assets for our game, but the artefact that I have chosen to write about for this week is the standard projectile I designed and animated. This projectile was produced during previous weeks, but it did take some time for me to finally get it right. I drew and animated the projectile in Photoshop using my Wacom Intuos Pro.
So, as the main character’s power is fire, it would only seem […]

Background for game and main menu
This week and the end of last week, my focus was on making the background for the game. I had previously made a rough sketch with some coloring to get a feeling of how we wanted the background in the actual game to look.
I set up to start drawing, by using very broad strokes of different shades of blue and green to try and get a nice color for the water, I used the smudge brush to make the transition […]

Background for game and main menu
This week and the end of last week, my focus was on making the background for the game. I had previously made a rough sketch with some coloring to get a feeling of how we wanted the background in the actual game to look.
I set up to start drawing, by using very broad strokes of different shades of blue and green to try and get a nice color for the water, I used the smudge brush to make the transition […]

Designing and Animating the Enemy
When we created the farmer enemy, our team first had a quite extensive discussion about its design in the concept document and what about it we liked or disliked for our game. In the concept, the farmer had both a melee and a ranged attack. He had a pitchfork to attack the player with in close range and molotovs to throw at longer range as projectiles. personally I had nothing against the molotov projectiles. I thought it fitted the aesthetic […]

Designing and Animating the Enemy
When we created the farmer enemy, our team first had a quite extensive discussion about its design in the concept document and what about it we liked or disliked for our game. In the concept, the farmer had both a melee and a ranged attack. He had a pitchfork to attack the player with in close range and molotovs to throw at longer range as projectiles. personally I had nothing against the molotov projectiles. I thought it fitted the aesthetic […]

Week 2 – From Pirate’s chest to bubble gun
Oyez, Oyez people from game design and everyone else ! Today I’m going to talk about both the conception of a chest and its animation and (as an extra) the conception of a bubble gun, the gun that our Main Protagonist will use as a basic weapons shooting bubbles.
I was assigned to draw a chest that would contain some of the power-ups the character would loot. So, for the design of that chest, I actually immediately thought of pirates and […]

Week 2 – From Pirate’s chest to bubble gun
Oyez, Oyez people from game design and everyone else ! Today I’m going to talk about both the conception of a chest and its animation and (as an extra) the conception of a bubble gun, the gun that our Main Protagonist will use as a basic weapons shooting bubbles.
I was assigned to draw a chest that would contain some of the power-ups the character would loot. So, for the design of that chest, I actually immediately thought of pirates and […]

Week 2 – Backgrounds
A couple of weeks ago I was asked to make background concepts for our Selfish game. Since it is a game about a fish in an aquarium I first drew some quick suggestions on how the aquarium could look. Above you can see some of my concepts I made in Photoshop and PaintTool SAI. The pictures on the left are the same picture except the one above has a green filter over it. I thought it would look more like you […]

Week 2 – Backgrounds
A couple of weeks ago I was asked to make background concepts for our Selfish game. Since it is a game about a fish in an aquarium I first drew some quick suggestions on how the aquarium could look. Above you can see some of my concepts I made in Photoshop and PaintTool SAI. The pictures on the left are the same picture except the one above has a green filter over it. I thought it would look more like you […]

Background in the making
For the two last weeks, I have been creating the background for a game called ”Crown of Creation” that I have been developing together with my group.
The background that I was to make is supposed to be set where the player operates in the game, which is the inside of a crystal tree. What I needed to convey for the inside background art was a stone-material on the edges that would resemble the bark, and crystal material on the inside, kind of […]

Background in the making
For the two last weeks, I have been creating the background for a game called ”Crown of Creation” that I have been developing together with my group.
The background that I was to make is supposed to be set where the player operates in the game, which is the inside of a crystal tree. What I needed to convey for the inside background art was a stone-material on the edges that would resemble the bark, and crystal material on the inside, kind of […]

One boss becomes two
Stella Crawford from Team Nazgul here!
In this blog entry I’m going to continue on the topic of redesigning the bosses for Burn Witch, Burn. Last week I talked about the Witch Hunter and mentioned the final boss who ended up splitting into two halves and becoming a queen in our interpretation.
I made these designs last week but I haven’t done much else than cleaning up animation frames this week, which isn’t very interesting to write or read about so I […]

One boss becomes two
Stella Crawford from Team Nazgul here!
In this blog entry I’m going to continue on the topic of redesigning the bosses for Burn Witch, Burn. Last week I talked about the Witch Hunter and mentioned the final boss who ended up splitting into two halves and becoming a queen in our interpretation.
I made these designs last week but I haven’t done much else than cleaning up animation frames this week, which isn’t very interesting to write or read about so I […]

Fishy concept art
This week I will be writing about and show the concept art I made in a very early stage of the project. I had responsible for creating concept art for all the fish, both Stephen and the enemies.
What I mostly did was to quick sketch different ideas with traditional pen and paper, I did not do very detailed concept since it is just concept. Since we discussed what style the group wanted to go with, which was a cartoony style, I had to […]

Fishy concept art
This week I will be writing about and show the concept art I made in a very early stage of the project. I had responsible for creating concept art for all the fish, both Stephen and the enemies.
What I mostly did was to quick sketch different ideas with traditional pen and paper, I did not do very detailed concept since it is just concept. Since we discussed what style the group wanted to go with, which was a cartoony style, I had to […]

The Week Of Concepts
This week has been the week of concepts. So the most of the work that has been happening this week is the creation of some ideas for the remaining enemies in our game, this is so that it will be easier to create the sprites for the enemies that are left for the coming weeks. I made three different enemy concepts to be exact.
The process has been quite easy to actually draw them, but it’s the creation of the different […]

The Week Of Concepts
This week has been the week of concepts. So the most of the work that has been happening this week is the creation of some ideas for the remaining enemies in our game, this is so that it will be easier to create the sprites for the enemies that are left for the coming weeks. I made three different enemy concepts to be exact.
The process has been quite easy to actually draw them, but it’s the creation of the different […]

Blog 2
This week I have worked with making something we in our group chose to call “health visual visual”. To be honest I don’t really remember why it got that name, but it is basically the HP of the player. Even though we have instant death when the player gets hit by a projectile, the player gets reborn (often because they want to use a powerup) and in order to balance it out we decided that you can’t be reborn too […]

Blog 2
This week I have worked with making something we in our group chose to call “health visual visual”. To be honest I don’t really remember why it got that name, but it is basically the HP of the player. Even though we have instant death when the player gets hit by a projectile, the player gets reborn (often because they want to use a powerup) and in order to balance it out we decided that you can’t be reborn too […]

Feedback, back to back.
Intro
Hello, this is going to be both a graphics and a coding post, sort of.
This week there wasn’t really a single asset that I wanted to talk about, but more of a theme. I spent most of this week implementing various types of effects to provide the player with feedback. Feedback is important for the game because it helps teach players game mechanics and reinforces them without the need for words, a tutorial or prolonged trial and error. I’ll talk about each […]

Feedback, back to back.
Intro
Hello, this is going to be both a graphics and a coding post, sort of.
This week there wasn’t really a single asset that I wanted to talk about, but more of a theme. I spent most of this week implementing various types of effects to provide the player with feedback. Feedback is important for the game because it helps teach players game mechanics and reinforces them without the need for words, a tutorial or prolonged trial and error. I’ll talk about each […]

Week 2 – Adding things in Unity!
Week 2 has come to an end.
Since I was asked to do a quick introduction by a comment past week I figured I’d start with one this week instead!
My name is Alexander Sjöberg and I am the Lead Artist on team Kraken. We are currently developing our game based on the concept Echoes. Echoes is a navigational based exploration game which takes place in a dark forest. The player takes on the role as a moth trying to navigate through […]

Week 2 – Adding things in Unity!
Week 2 has come to an end.
Since I was asked to do a quick introduction by a comment past week I figured I’d start with one this week instead!
My name is Alexander Sjöberg and I am the Lead Artist on team Kraken. We are currently developing our game based on the concept Echoes. Echoes is a navigational based exploration game which takes place in a dark forest. The player takes on the role as a moth trying to navigate through […]