Browsing 'Graphics': Posts from Game Design and Graphics

Game Rooms
This week I worked on creating environments on different levels of the game world. These are accessible through “doors”. The reasoning behind this decision was to solve problems with our split screen in the most time efficient way. If players were to walk up an elevated area, the camera would cause problems due to zooming and splitting. The camera adapts its placement based on the positions of both characters. This would create unwanted angels that would show parts of the […]

Game Rooms
This week I worked on creating environments on different levels of the game world. These are accessible through “doors”. The reasoning behind this decision was to solve problems with our split screen in the most time efficient way. If players were to walk up an elevated area, the camera would cause problems due to zooming and splitting. The camera adapts its placement based on the positions of both characters. This would create unwanted angels that would show parts of the […]

Modeling from references
Hello!
So the very basic models I showed last time were just basic shapes that were reminiscent of mushrooms, but were not made after any real references. Those were more meant for platforming, while these ones were gonna be more of the decorative type, or have functions of some kind. This is also a lot less technical this time, and is more to show a bit more of what the world will consist of.
It is surprising how many strange mushrooms there are, […]

Modeling from references
Hello!
So the very basic models I showed last time were just basic shapes that were reminiscent of mushrooms, but were not made after any real references. Those were more meant for platforming, while these ones were gonna be more of the decorative type, or have functions of some kind. This is also a lot less technical this time, and is more to show a bit more of what the world will consist of.
It is surprising how many strange mushrooms there are, […]

University Projects: Synapse Week 4.2
We had our meeting and decided to stick with what we had. So now we just need to get that working and then perfect that.
I’m relieved and feel pretty good after the weekend. We took the time off, no one was thinking about the game and everyone was doing pretty good.
Friday I had a meeting with Håkan, who told us to not worry about it and that we were pretty good on time. Also we were told we were going […]

University Projects: Synapse Week 4.2
We had our meeting and decided to stick with what we had. So now we just need to get that working and then perfect that.
I’m relieved and feel pretty good after the weekend. We took the time off, no one was thinking about the game and everyone was doing pretty good.
Friday I had a meeting with Håkan, who told us to not worry about it and that we were pretty good on time. Also we were told we were going […]

BGP: Fourth Post
This week was more focused on adjustments and trying to tune up what we already had before going into adding on more ways to interact with the town.
I created a couple of poster variations for the billboards spread around town:
As well a couple of very simple diffuse and alpha textures for the windows and doors to prevent them from having emissive all over the mesh.
Then it was mostly smaller but time-consuming adjustments like changing the lights to a warmer hue […]

BGP: Fourth Post
This week was more focused on adjustments and trying to tune up what we already had before going into adding on more ways to interact with the town.
I created a couple of poster variations for the billboards spread around town:
As well a couple of very simple diffuse and alpha textures for the windows and doors to prevent them from having emissive all over the mesh.
Then it was mostly smaller but time-consuming adjustments like changing the lights to a warmer hue […]

Feedback and Feedback
These past weeks we’ve conducted some playtesting sessions. We had put a lot of focus on our core mechanics. Those being our combat and gathering systems. We also had a lot of graphical assets in the game, with our game as it was we felt that we could test our core.
A lot of the feedback we got were focused on the lack of feedback in the game. There wasn’t any audio and very little visual feedback in the game at […]

Feedback and Feedback
These past weeks we’ve conducted some playtesting sessions. We had put a lot of focus on our core mechanics. Those being our combat and gathering systems. We also had a lot of graphical assets in the game, with our game as it was we felt that we could test our core.
A lot of the feedback we got were focused on the lack of feedback in the game. There wasn’t any audio and very little visual feedback in the game at […]
Big Game Project, Week 4.
Things are progressing nicely. The things we learned during the alpha that applied to me was 2 things.
1: We have not yet implemented any sounds in the game
and
2: It’s hard to find our way through the level.
Mostly though, the work has progressed nicely this week. We got most of the voicelines through processing so they will sound great at the start of today (monday, I’m writing this late.) I’ve also talked with Alexander and he will begin the creation of […]
Big Game Project, Week 4.
Things are progressing nicely. The things we learned during the alpha that applied to me was 2 things.
1: We have not yet implemented any sounds in the game
and
2: It’s hard to find our way through the level.
Mostly though, the work has progressed nicely this week. We got most of the voicelines through processing so they will sound great at the start of today (monday, I’m writing this late.) I’ve also talked with Alexander and he will begin the creation of […]

BGP progress
I worked on two monsters this week. Firstl I finished the wolf enemy and after that I designed and finished the frog minions. The frog minions will inhabitant a ship and the player must kill all frog minions in order to board the ship.
When doing the frog minions I looked on alot of reference pictures to get the anatomy about right and after that I designed after own choice. I tried to keep it simple and soft in the coulouring […]

BGP progress
I worked on two monsters this week. Firstl I finished the wolf enemy and after that I designed and finished the frog minions. The frog minions will inhabitant a ship and the player must kill all frog minions in order to board the ship.
When doing the frog minions I looked on alot of reference pictures to get the anatomy about right and after that I designed after own choice. I tried to keep it simple and soft in the coulouring […]

Befriend a fish – win a prize!
NOTE; I plan to add pictures to this post, I promise! For now though I really need to get some sleep
Hi!
Today, I’d like to adress yet another design mystery in Slumber. I know I should probably just talk about the stuff that’s already been defined and how and why it works, but it’s just so much more valuable for me to describe the current problems so that I can go ahead and solve them somehow!
So! Without any further ado, allow me to talk about
Fish friendships
In Slumber, […]

Befriend a fish – win a prize!
NOTE; I plan to add pictures to this post, I promise! For now though I really need to get some sleep
Hi!
Today, I’d like to adress yet another design mystery in Slumber. I know I should probably just talk about the stuff that’s already been defined and how and why it works, but it’s just so much more valuable for me to describe the current problems so that I can go ahead and solve them somehow!
So! Without any further ado, allow me to talk about
Fish friendships
In Slumber, […]

Production: Week Five
This has been a good week for our team, we’ve gotten a lot of things done and we’re feeling rather pleased with what we’ve accomplished this week! Most of our animations are actually pretty much finished. Granted some of them may need some re-work but in general, Zombie Crawler’s assets are nearing completion. In other words, we’re on schedule with our project and remarkably, we seem to have eough time for touch up and can even spoil some of our […]

Production: Week Five
This has been a good week for our team, we’ve gotten a lot of things done and we’re feeling rather pleased with what we’ve accomplished this week! Most of our animations are actually pretty much finished. Granted some of them may need some re-work but in general, Zombie Crawler’s assets are nearing completion. In other words, we’re on schedule with our project and remarkably, we seem to have eough time for touch up and can even spoil some of our […]

Big Game Project Week 4
So, the fourth week of development has come to an end. We have finished up some of the graphics in the level and we have completed our first alpha!
The alpha was not pretty, not the least. We had a lot more polished features that we wanted to implement that we couldn’t because of struggles with SourceTree and a general lack of time. But the alpha is playable, has the general visual style that we strive for and some enemies that […]

Big Game Project Week 4
So, the fourth week of development has come to an end. We have finished up some of the graphics in the level and we have completed our first alpha!
The alpha was not pretty, not the least. We had a lot more polished features that we wanted to implement that we couldn’t because of struggles with SourceTree and a general lack of time. But the alpha is playable, has the general visual style that we strive for and some enemies that […]

Thoughts on the Slumber logotype
Hello and welcome back!
Team Dream Dust are now at the sixth week of development, and the game has got a fantastic new name: SLUMBER!
During these past weeks I have worked on a lot of different things, including the game’s logotype as seen below and on the right! Since Slumber is set underwater we wanted to show that in the logotype somehow. Our first thought was to depict our main character, the Nudibranch, in the logotype as the game centers around it, but if you don’t already know […]

Thoughts on the Slumber logotype
Hello and welcome back!
Team Dream Dust are now at the sixth week of development, and the game has got a fantastic new name: SLUMBER!
During these past weeks I have worked on a lot of different things, including the game’s logotype as seen below and on the right! Since Slumber is set underwater we wanted to show that in the logotype somehow. Our first thought was to depict our main character, the Nudibranch, in the logotype as the game centers around it, but if you don’t already know […]

WEEK #4 – BIG GAME PROJECT – ALPHA
Hey guys!
So this week has been crazy intense. We had our alpha presentation, which a jury played and gave feedback on. I was so nervous but we did alright. We crunched and stayed in school until midnight, twice to make the alpha as good as possible. So what have I been doing this week? Environment-wise I haven’t done that much, I modelled a prisoner pod which the guards uses to transfer the caught prisoners back to their cell. My role […]

WEEK #4 – BIG GAME PROJECT – ALPHA
Hey guys!
So this week has been crazy intense. We had our alpha presentation, which a jury played and gave feedback on. I was so nervous but we did alright. We crunched and stayed in school until midnight, twice to make the alpha as good as possible. So what have I been doing this week? Environment-wise I haven’t done that much, I modelled a prisoner pod which the guards uses to transfer the caught prisoners back to their cell. My role […]