Browsing 'Game Design': Posts from either of the Game Design programs

Game Design 2 – Sound design of the player’s shield bouncing projectiles (Team Leviathan)

 Author : Arnaud Mimoun
  For this week’s blog I’ll talk about the sound design I worked on concerning the sound that the player’s avatar make when they get hit by a projectile and take damage.
For this asset I made a total of 3 sounds :
 

Here is the first sound

Here is the second sound

Here is the third sound

Here is the fourth sound

Here is the fifth sound

Here is the sixth sound

Here is the seventh […]

/ Comments Off on Game Design 2 – Sound design of the player’s shield bouncing projectiles (Team Leviathan)

Game Design 2 – Sound design of the player’s shield bouncing projectiles (Team Leviathan)

 Author : Arnaud Mimoun
  For this week’s blog I’ll talk about the sound design I worked on concerning the sound that the player’s avatar make when they get hit by a projectile and take damage.
For this asset I made a total of 3 sounds :
 

Here is the first sound

Here is the second sound

Here is the third sound

Here is the fourth sound

Here is the fifth sound

Here is the sixth sound

Here is the seventh […]

/ Comments Off on Game Design 2 – Sound design of the player’s shield bouncing projectiles (Team Leviathan)

Achievements and Medals

Author: Hanna Hagenmalm
Team: Leviathan
Concept: Draxl’s Journey
Many games include some sort of score to give the player a sense of progression. Draxl’s Journey is aimed mainly at new, 40+ gamers, and so we decided that the score should be easy to understand and encouraging. Our thinking was that receiving a low score could be discouraging, rather than inspiring, for players who are not yet converted.
The result was a simple system of achievements. Instead of receiving any punishment (other than the failure […]

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Program: Graphics

Achievements and Medals

Author: Hanna Hagenmalm
Team: Leviathan
Concept: Draxl’s Journey
Many games include some sort of score to give the player a sense of progression. Draxl’s Journey is aimed mainly at new, 40+ gamers, and so we decided that the score should be easy to understand and encouraging. Our thinking was that receiving a low score could be discouraging, rather than inspiring, for players who are not yet converted.
The result was a simple system of achievements. Instead of receiving any punishment (other than the failure […]

/ Comments Off on Achievements and Medals
Program: Graphics

Eye catching Menu Screens? I’ve heard of those.

Stella from Team Nazgul here!
This blog entry is going up DAYS too late. So sorry about that. I just completely forgot about the entire blog last thursday and have been busy all weekend until now. This won’t happen again, promise!
Anyway, this week I wanted to talk about the main menu background and buttons I designed for Burn Witch, Burn.

Finished design

I begun designing the main menu/start screen last week, but only got as far as some simple […]

/ Comments Off on Eye catching Menu Screens? I’ve heard of those.
Program: Graphics

Eye catching Menu Screens? I’ve heard of those.

Stella from Team Nazgul here!
This blog entry is going up DAYS too late. So sorry about that. I just completely forgot about the entire blog last thursday and have been busy all weekend until now. This won’t happen again, promise!
Anyway, this week I wanted to talk about the main menu background and buttons I designed for Burn Witch, Burn.

Finished design

I begun designing the main menu/start screen last week, but only got as far as some simple […]

/ Comments Off on Eye catching Menu Screens? I’ve heard of those.
Program: Graphics

Alpha, Play testing. Week 3.

What?
So last week i talked about how important taking notes and documenting are. I would like to continue a little bit on that road. This week we did have an open playtesing of all the games that was beeing created in class. Our game, Brun witch burn, got played by approximately twenty people. With this came a lot of feedback, good and bad. My job was to take notes try to see what people likes and disliked. We only had […]

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Alpha, Play testing. Week 3.

What?
So last week i talked about how important taking notes and documenting are. I would like to continue a little bit on that road. This week we did have an open playtesing of all the games that was beeing created in class. Our game, Brun witch burn, got played by approximately twenty people. With this came a lot of feedback, good and bad. My job was to take notes try to see what people likes and disliked. We only had […]

/ Comments Off on Alpha, Play testing. Week 3.

Three Years Gone By – Speed Painting

I got a notification saying it is three years ago today that I posted my speed painting exercise from class in which we had to paint grayscale mountains in 15 minutes. When looking at the images I painted I felt that I can definitely do better now, and was curious to test my improvements over the past three years. So I picked three (a bit more complicated and detailed I realised) images and set the timer at 15 minutes.
Old Pics:

February 25, 2017 / Comments Off on Three Years Gone By – Speed Painting
Program: Graphics

Three Years Gone By – Speed Painting

I got a notification saying it is three years ago today that I posted my speed painting exercise from class in which we had to paint grayscale mountains in 15 minutes. When looking at the images I painted I felt that I can definitely do better now, and was curious to test my improvements over the past three years. So I picked three (a bit more complicated and detailed I realised) images and set the timer at 15 minutes.
Old Pics:

February 25, 2017 / Comments Off on Three Years Gone By – Speed Painting
Program: Graphics

Putting it all together! #5SD064

Update/fixes from last week
So I reworked the control scheme into a more interactive experience for the player.
Before jumping into the first level the player will first go to my “tutorial”. The player can spend as much time as he/she likes to get familiar with the controls/movements, it’s also not mandatory the player can skip direct into gameplay instead.

From the text Avoid it will spawn obstacles that will fall down, obstacles which the player takes damage from on collision. I also […]

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Program: Game Design

Putting it all together! #5SD064

Update/fixes from last week
So I reworked the control scheme into a more interactive experience for the player.
Before jumping into the first level the player will first go to my “tutorial”. The player can spend as much time as he/she likes to get familiar with the controls/movements, it’s also not mandatory the player can skip direct into gameplay instead.

From the text Avoid it will spawn obstacles that will fall down, obstacles which the player takes damage from on collision. I also […]

/ Comments Off on Putting it all together! #5SD064
Program: Game Design

5sd064 Thomas Härdin Designing Level Progression

I am back for another update. This time covering our take on level progression. 

Since our, Fenrir’s game contain multiple levels in form of hacking doorpads as a spy doing industrial espionage we pretty early in development realised that this means we may very well need to create multiple levels. The follow-up concern for me became the fact that we needed a system for progressing after finishing a level, the player of course would want to move to the next area […]

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Program: Game Design

5sd064 Thomas Härdin Designing Level Progression

I am back for another update. This time covering our take on level progression. 

Since our, Fenrir’s game contain multiple levels in form of hacking doorpads as a spy doing industrial espionage we pretty early in development realised that this means we may very well need to create multiple levels. The follow-up concern for me became the fact that we needed a system for progressing after finishing a level, the player of course would want to move to the next area […]

/ Comments Off on 5sd064 Thomas Härdin Designing Level Progression
Program: Game Design

You spin my head

The project for this week was to implement a second power-up. As the first power-up gave the player a giant meteor to incinerate the enemies, the new power-up will be more defensive. When talking about defense a lot of people will probably think of shields, and that is just what i made. A fire shield. When the player activates the power-up a fire shield will spawn around the player and follow them around for a few seconds. Any enemies that […]

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Program: Programming

You spin my head

The project for this week was to implement a second power-up. As the first power-up gave the player a giant meteor to incinerate the enemies, the new power-up will be more defensive. When talking about defense a lot of people will probably think of shields, and that is just what i made. A fire shield. When the player activates the power-up a fire shield will spawn around the player and follow them around for a few seconds. Any enemies that […]

/ Comments Off on You spin my head
Program: Programming

Protected: stuff I’ve done

This post is password protected. You must visit the website and enter the password to continue reading.

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Program: Graphics

Protected: stuff I’ve done

This post is password protected. You must visit the website and enter the password to continue reading.

/ Comments Off on Protected: stuff I’ve done
Program: Graphics

#Artwar Character Contest: Briannon | Part 2 – Sculpting

All right, so last time I wrote about the design process of my character for the #Artwar contest, Briannon, I wanted to follow up with a post on the modeling and sculpting. Well, when I finally had by idea on paper and was ready to get started, I had this brilliant idea that this was a great time to try and learn new things. (Now with a week left of the contest and so much work to do, I am […]

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Program: Graphics

#Artwar Character Contest: Briannon | Part 2 – Sculpting

All right, so last time I wrote about the design process of my character for the #Artwar contest, Briannon, I wanted to follow up with a post on the modeling and sculpting. Well, when I finally had by idea on paper and was ready to get started, I had this brilliant idea that this was a great time to try and learn new things. (Now with a week left of the contest and so much work to do, I am […]

/ Comments Off on #Artwar Character Contest: Briannon | Part 2 – Sculpting
Program: Graphics

Blog Post 3 – Working with the sick.

This week was an interesting one. I spent quite a lot of time de-bugging my backlog. It was initially created by my Designer, so I had trouble understanding it, therefore it was neglected. It is what I did this Wednesday during our 3 hour group meeting. I was joined by one Graphics, one Programmer, and my Designer, seeing as my other group mates were ill.
This was a pity because I was trying out different music possibilities with the group. They […]

/ Comments Off on Blog Post 3 – Working with the sick.

Blog Post 3 – Working with the sick.

This week was an interesting one. I spent quite a lot of time de-bugging my backlog. It was initially created by my Designer, so I had trouble understanding it, therefore it was neglected. It is what I did this Wednesday during our 3 hour group meeting. I was joined by one Graphics, one Programmer, and my Designer, seeing as my other group mates were ill.
This was a pity because I was trying out different music possibilities with the group. They […]

/ Comments Off on Blog Post 3 – Working with the sick.

Spinning Enemy

This week I worked on adding more enemies to the game, as we previously only had a single one. I made 4 new enemies but the one I want to focus on for this blog post is an enemy that in the concept document was called ”Squirt.” Squirt is an enemy that circles around while spinning around shooting bubbles to the left and right. Here’s what he was depicted as in the concept document:

Spinning and shooting quickly creates waves of […]

/ Comments Off on Spinning Enemy
Program: Programming

Spinning Enemy

This week I worked on adding more enemies to the game, as we previously only had a single one. I made 4 new enemies but the one I want to focus on for this blog post is an enemy that in the concept document was called ”Squirt.” Squirt is an enemy that circles around while spinning around shooting bubbles to the left and right. Here’s what he was depicted as in the concept document:

Spinning and shooting quickly creates waves of […]

/ Comments Off on Spinning Enemy
Program: Programming