Browsing 'Graphics': Posts from Game Design and Graphics

BGP: Seventh (and last) post

Last (obligatory) post for this project:
This week we just tried to make things work and avoid losing work in scary merges added some final touches like a little particle effect for health pickups, explanatory prompts, extra posters over the town and things like that, mostly using already finished assets so there’s not a lot of new things to show.

(Yes, the face is weird. Looking forward to that summer Life Drawing-course!)

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Program: Graphics

BGP: Seventh (and last) post

Last (obligatory) post for this project:
This week we just tried to make things work and avoid losing work in scary merges added some final touches like a little particle effect for health pickups, explanatory prompts, extra posters over the town and things like that, mostly using already finished assets so there’s not a lot of new things to show.

(Yes, the face is weird. Looking forward to that summer Life Drawing-course!)

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Program: Graphics

Spark: Big Game Project Post #7

This week has gone primarily towards playtesting the game for the upcoming Gotland Game Conference. We felt we had nailed down everythign essential to the experience and my job was to experiment with different settings including how much health and stamina the player has, how far they can roll and how high they can jump, etc.
The game is meant to be quite difficult but fair, and to reward players for being patient with their strikes and making good use of […]

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Program: Graphics

Spark: Big Game Project Post #7

This week has gone primarily towards playtesting the game for the upcoming Gotland Game Conference. We felt we had nailed down everythign essential to the experience and my job was to experiment with different settings including how much health and stamina the player has, how far they can roll and how high they can jump, etc.
The game is meant to be quite difficult but fair, and to reward players for being patient with their strikes and making good use of […]

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Program: Graphics

Symbiosis DevDiary #7

Beta
The first half of this week went into having a respectable build to show at the beta play testing. Graphic and code wise everything went as we wanted, mostly. When the time came to actually make the build, we realised it took much longer time than expected. The first one took roughly four hours, which resulted in the beta being played directly from Unity. It went surprisingly well though, despise some bugs and lack of tutorial. We received useful and […]

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Program: Graphics

Symbiosis DevDiary #7

Beta
The first half of this week went into having a respectable build to show at the beta play testing. Graphic and code wise everything went as we wanted, mostly. When the time came to actually make the build, we realised it took much longer time than expected. The first one took roughly four hours, which resulted in the beta being played directly from Unity. It went surprisingly well though, despise some bugs and lack of tutorial. We received useful and […]

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Program: Graphics

Sam & Nicole part 7

A little late. But here comes the trailer! One of the things I worked on last week. I put it together in adobe premiere CC while our producer Tova Svensson made the pictures. This week is the week before GGC and I’ve mostly just helped to put code together. Next week I’ll make a post about GGC at it will be my final post. Thanks!

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Program: Graphics

Sam & Nicole part 7

A little late. But here comes the trailer! One of the things I worked on last week. I put it together in adobe premiere CC while our producer Tova Svensson made the pictures. This week is the week before GGC and I’ve mostly just helped to put code together. Next week I’ll make a post about GGC at it will be my final post. Thanks!

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Program: Graphics

BGP Week 8: We’re there!

The final week is almost over! The BETA was on Wednesday and it went very well, if I may say so myself! We had a beginning and an end, a bunch of different playable events and friends that the players could ask out. Our playtesters seemed to like it! They had some critique, of course, but it was mostly things we were already aware of.
This week I’ve done a little bit of everything again, since everything that has to be […]

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Program: Graphics

BGP Week 8: We’re there!

The final week is almost over! The BETA was on Wednesday and it went very well, if I may say so myself! We had a beginning and an end, a bunch of different playable events and friends that the players could ask out. Our playtesters seemed to like it! They had some critique, of course, but it was mostly things we were already aware of.
This week I’ve done a little bit of everything again, since everything that has to be […]

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Program: Graphics

Synapse, Spark and GGC

GGC is closing in and I haven’t done a blog-post since the start of this project. Since then a lot of things have changed.
Synapse our first concept failed as an idea which resulted in us pivoting to the concept that is now called Spark. Spark is a dark themed platformer which is offering a challanging combat system against different monsters you meet across the map.
Today was an interesting day to say the least. They day started out with me working […]

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Program: Graphics

Synapse, Spark and GGC

GGC is closing in and I haven’t done a blog-post since the start of this project. Since then a lot of things have changed.
Synapse our first concept failed as an idea which resulted in us pivoting to the concept that is now called Spark. Spark is a dark themed platformer which is offering a challanging combat system against different monsters you meet across the map.
Today was an interesting day to say the least. They day started out with me working […]

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Program: Graphics

Rigging and animating!

Hello!
The only other times I have done any rigging and animating was in 3DS Max and Motionbuidler. However, that was using CAT rigs, which are essentially pre-rigged skeletons that are simply applied onto a mesh. These rigs are mainly for humans and animals, so in this case it would not work, since the mesh was of a mushroom that would close and open when the player stand on it.

With 49 bones in total, the segments of the shroom would close together, […]

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Program: Graphics

Rigging and animating!

Hello!
The only other times I have done any rigging and animating was in 3DS Max and Motionbuidler. However, that was using CAT rigs, which are essentially pre-rigged skeletons that are simply applied onto a mesh. These rigs are mainly for humans and animals, so in this case it would not work, since the mesh was of a mushroom that would close and open when the player stand on it.

With 49 bones in total, the segments of the shroom would close together, […]

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Program: Graphics

Big Game Project Week Eight

The last week of production is upon us, this weekend Gotland Game Conferance finally happens and the game will be displayed on the show floor.
Before I talk about this week I must mention what I forgot to write about last week.
The air animations for Hoppy and Sticky has been changed so that they more closely resemble slimes in their movement.


I had to work around the fact that I did not rig them to actually be able to do […]

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Program: Graphics

Big Game Project Week Eight

The last week of production is upon us, this weekend Gotland Game Conferance finally happens and the game will be displayed on the show floor.
Before I talk about this week I must mention what I forgot to write about last week.
The air animations for Hoppy and Sticky has been changed so that they more closely resemble slimes in their movement.


I had to work around the fact that I did not rig them to actually be able to do […]

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Program: Graphics

Big Game Project Week Seven

Time to get my work to actually work in the game engine. I have never used the animator of Unity earlier so I had to spend some time learning how it works. I also had to ask for code specific for what I am doing, parameters that I can use to control the animations within the animation controller.
 

I started with Hoppy to lay down the basic movement animations idle, walk, jump and double jump since all characters share these states. […]

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Program: Graphics

Big Game Project Week Seven

Time to get my work to actually work in the game engine. I have never used the animator of Unity earlier so I had to spend some time learning how it works. I also had to ask for code specific for what I am doing, parameters that I can use to control the animations within the animation controller.
 

I started with Hoppy to lay down the basic movement animations idle, walk, jump and double jump since all characters share these states. […]

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Program: Graphics

Big Game Project Week Six

So this week the team decided on the final name for the game: Adventures In Space And Slime. This is the logo made by your truly.
 
 

Began with a rough sketch, blocking out ideas.
 
 

Updated version that is a bit more fleshed out. We wanted slime in the logo.
 
 

After recieving feedback this is what I ended up with.
Welcome Adventures In Space And Slime!
 
 
 
 

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Program: Graphics

Big Game Project Week Six

So this week the team decided on the final name for the game: Adventures In Space And Slime. This is the logo made by your truly.
 
 

Began with a rough sketch, blocking out ideas.
 
 

Updated version that is a bit more fleshed out. We wanted slime in the logo.
 
 

After recieving feedback this is what I ended up with.
Welcome Adventures In Space And Slime!
 
 
 
 

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Program: Graphics

Big Game Project Week Five

After rigging the last two characters last week it is now time to animate them as well.
 
Since all of the characters has the same basic movement I will just do the animations for the first character (Hoppy) again.
But with Glidey I have to make a few modifications since he is flat instead of round.
 

Sticky Walkcycle
 

Sticky Idle
 

Sticky jumping and landing. His stick abilitys animation looks the same as when he lands.
 
 

Glidey jump.
 

Glidey walking.
 

Glideys glide. I had concearns last week but I […]

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Program: Graphics

Big Game Project Week Five

After rigging the last two characters last week it is now time to animate them as well.
 
Since all of the characters has the same basic movement I will just do the animations for the first character (Hoppy) again.
But with Glidey I have to make a few modifications since he is flat instead of round.
 

Sticky Walkcycle
 

Sticky Idle
 

Sticky jumping and landing. His stick abilitys animation looks the same as when he lands.
 
 

Glidey jump.
 

Glidey walking.
 

Glideys glide. I had concearns last week but I […]

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Program: Graphics

Build orders and Starvation

We have Switched around some thing in the UI and added a build order to make sure that players build what we want them to. At least to some extent, we want players to build buildings vital to their progression in an as linear fashion as possible to make sure that players experience what we want them to when we want them to.
Doing this in an open ended, RTS game has proven difficult as we both want to give players that […]

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Program: Graphics

Build orders and Starvation

We have Switched around some thing in the UI and added a build order to make sure that players build what we want them to. At least to some extent, we want players to build buildings vital to their progression in an as linear fashion as possible to make sure that players experience what we want them to when we want them to.
Doing this in an open ended, RTS game has proven difficult as we both want to give players that […]

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Program: Graphics