Browsing 'Graphics': Posts from Game Design and Graphics

Enemy Design
After a rough wake-up call last Thursday, we had to adapt our concept to meet basic expectations and criteria. For me, that meant that many of the assets I had made were going to be scrapped and had to be replaced by new ones. Our main character, the piñata, would only need minor changes. The most work was going to be put into the new enemies. Instead of random objects that people generally associate with Mexico, we would now have […]

Enemy Design
After a rough wake-up call last Thursday, we had to adapt our concept to meet basic expectations and criteria. For me, that meant that many of the assets I had made were going to be scrapped and had to be replaced by new ones. Our main character, the piñata, would only need minor changes. The most work was going to be put into the new enemies. Instead of random objects that people generally associate with Mexico, we would now have […]

Piranha Animation
This blog-post is a reflection upon my Piranha animation, work method and design choices.
My initial reference when starting to create a concept for my piranha was the piranha in the comic book Ernie.
Kind of cute but has more teeth than face. I felt this should do nicely since the group has been talking about how they drew correlations between our project and Happy Tree Friends, Worms and Finding Nemo.
We decided on colored lineart and a simple range of […]

Piranha Animation
This blog-post is a reflection upon my Piranha animation, work method and design choices.
My initial reference when starting to create a concept for my piranha was the piranha in the comic book Ernie.
Kind of cute but has more teeth than face. I felt this should do nicely since the group has been talking about how they drew correlations between our project and Happy Tree Friends, Worms and Finding Nemo.
We decided on colored lineart and a simple range of […]

Game Design 2: Designing a treasure chest
Originally, we had planned to make a game which had the camera following the player vertically through the game level. Therefore, I decided to draw some decorative and possibly interactable objects for the game, which in this case was a treasure chest. A treasure chest is something that can be commonly found as a decorative object in fish tanks, which is where the game is played out in. In addition to the fact that I figured that it would fit […]

Game Design 2: Designing a treasure chest
Originally, we had planned to make a game which had the camera following the player vertically through the game level. Therefore, I decided to draw some decorative and possibly interactable objects for the game, which in this case was a treasure chest. A treasure chest is something that can be commonly found as a decorative object in fish tanks, which is where the game is played out in. In addition to the fact that I figured that it would fit […]

Blog 2: Character art and Animation process
This is a second blogpost on the game development for the 2D shooter Echo. In this blog I will more specifically describe the character creation and the animation process for the main mother moth.
I started off by looking up some images of moths and butterflies. The basic idea I had in mind was to create something aesthectically pleasing. I took inspiration from quite a few butterflies. So first I made a sktech of the moth by referencing real moths and […]

Blog 2: Character art and Animation process
This is a second blogpost on the game development for the 2D shooter Echo. In this blog I will more specifically describe the character creation and the animation process for the main mother moth.
I started off by looking up some images of moths and butterflies. The basic idea I had in mind was to create something aesthectically pleasing. I took inspiration from quite a few butterflies. So first I made a sktech of the moth by referencing real moths and […]

Back to the ground
Team BunnyIP has chosen the game “Selfish.” This game exists in a fish tank and revolves around a protagonist that is going to save-the-day. This protagonist happens to be a fish named Stephen. The big boss, an octopus, hoards all of the food and has minion fish that assist in collecting the food in the fish tank. Stephen is hungry, alone, and mad. This has to stop! What is a fish to do in this situation? Get a gun. Yes, […]

Back to the ground
Team BunnyIP has chosen the game “Selfish.” This game exists in a fish tank and revolves around a protagonist that is going to save-the-day. This protagonist happens to be a fish named Stephen. The big boss, an octopus, hoards all of the food and has minion fish that assist in collecting the food in the fish tank. Stephen is hungry, alone, and mad. This has to stop! What is a fish to do in this situation? Get a gun. Yes, […]

Blog post Game Enemy Spawner, and Cover Art 5SD064
After last weeks aggravating assignment of working on animations. I decided to give myself a bit of a break (My Production Manager wanted a title cover for the Presentation). I didn’t complain it was a break from animation. It was a nice change of pace.
Title Cover for Game
When it came to the design of the Cover title page, I took my inspiration from the GTA V Title Cover. The concept of our game is based on playing on two screens, […]

Blog post Game Enemy Spawner, and Cover Art 5SD064
After last weeks aggravating assignment of working on animations. I decided to give myself a bit of a break (My Production Manager wanted a title cover for the Presentation). I didn’t complain it was a break from animation. It was a nice change of pace.
Title Cover for Game
When it came to the design of the Cover title page, I took my inspiration from the GTA V Title Cover. The concept of our game is based on playing on two screens, […]

Creating the Avatar Through Iteration
Author: Hanna Hagenmalm
Team: Leviathan
Concept: Draxl’s Journey
Iteration literally means to do something over and over again, usually with the intention of improving it. Within game development, it refers to a work process, in which a game is gradually improved through short cycles of production-feedback. This method is suggested as an alternative to the ”waterfall method”, in which an aspect of the game is completely finished before moving on to the next. The issue with the waterfall method is that the cost of […]

Creating the Avatar Through Iteration
Author: Hanna Hagenmalm
Team: Leviathan
Concept: Draxl’s Journey
Iteration literally means to do something over and over again, usually with the intention of improving it. Within game development, it refers to a work process, in which a game is gradually improved through short cycles of production-feedback. This method is suggested as an alternative to the ”waterfall method”, in which an aspect of the game is completely finished before moving on to the next. The issue with the waterfall method is that the cost of […]

Character concept for a “hot” witch
A few weeks ago, we were given the task to choose from a variety of game concept documents and adapt one concept into a fully-fledged design, to then be developed into a playable digital game during the current semester. All the game concepts were made by us students in teams and presented/pitched to each other earlier as part of the previous semester’s course plan.
Our team chose “Burn Witch Burn”, a concept about a witch being hunted that turned out to […]

Character concept for a “hot” witch
A few weeks ago, we were given the task to choose from a variety of game concept documents and adapt one concept into a fully-fledged design, to then be developed into a playable digital game during the current semester. All the game concepts were made by us students in teams and presented/pitched to each other earlier as part of the previous semester’s course plan.
Our team chose “Burn Witch Burn”, a concept about a witch being hunted that turned out to […]

Character concept for a hot witch
A few weeks ago, we were given the task to choose from a variety of game concept documents and adapt one concept into a fully-fledged design, to then be developed into a playable digital game during the current semester. All the game concepts were made by us students in teams and presented/pitched to each other earlier as part of the previous semester’s course plan.
Our team chose “Burn Witch Burn”, a concept about a witch being hunted that turned out to […]

Character concept for a hot witch
A few weeks ago, we were given the task to choose from a variety of game concept documents and adapt one concept into a fully-fledged design, to then be developed into a playable digital game during the current semester. All the game concepts were made by us students in teams and presented/pitched to each other earlier as part of the previous semester’s course plan.
Our team chose “Burn Witch Burn”, a concept about a witch being hunted that turned out to […]

Slingy and projectiles
The most important task this week was the sprite for an enemy called Slingy, it’s a character that is supposed to come up from the bottom of the screen and shoot at the player with a slingshot.
All of the assets were made in Adobe Photoshop CC 2017.
The enemy characters in this game are supposed to have their weapons be a part of themselves to convey a feeling of that they are the weapon, that the person is not the important […]

Slingy and projectiles
The most important task this week was the sprite for an enemy called Slingy, it’s a character that is supposed to come up from the bottom of the screen and shoot at the player with a slingshot.
All of the assets were made in Adobe Photoshop CC 2017.
The enemy characters in this game are supposed to have their weapons be a part of themselves to convey a feeling of that they are the weapon, that the person is not the important […]

The Frustrating Spider Animation
This week I’ve been trying to develop a animation cycle for a spider. This spider is an enemy within the game and will act hostile towards the player character whenever it sees the opportunity. The spider will be located mostly in spider webs they’ve weaved and different around such as branches. However, to make this all possible, I’ve been working on a walking animation cycle.
This was a difficult task. I had no idea how a spider walked, not to mention […]

The Frustrating Spider Animation
This week I’ve been trying to develop a animation cycle for a spider. This spider is an enemy within the game and will act hostile towards the player character whenever it sees the opportunity. The spider will be located mostly in spider webs they’ve weaved and different around such as branches. However, to make this all possible, I’ve been working on a walking animation cycle.
This was a difficult task. I had no idea how a spider walked, not to mention […]

Hornet/”Hunter” – Enemy
During the last few weeks I have been working on a game project with the working title ”Echo”, along with my group. Echo is a game set in a world of insects, where you play as a moth fluttering about in a dark forest, or to be more precise, the branches of a single tree, since you are so small.
I was to design one of the primary enemies in the game, a wasp or hornet that hunts the player if […]

Hornet/”Hunter” – Enemy
During the last few weeks I have been working on a game project with the working title ”Echo”, along with my group. Echo is a game set in a world of insects, where you play as a moth fluttering about in a dark forest, or to be more precise, the branches of a single tree, since you are so small.
I was to design one of the primary enemies in the game, a wasp or hornet that hunts the player if […]