Blog 4: Modular branches

In the previous blog entries I have talked about character animations and sprites for different background elements. In this fourth blog entry I will be talking about something a bit more critical for our game Echo.
This weeks feature is branches. Since our setting for the game takes place in a tree, a very important aspect to consider was creating a path for the player. Our team decided that this was to be done using branches. We were to draw some […]

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Program: Graphics

Blog 4: Modular branches

In the previous blog entries I have talked about character animations and sprites for different background elements. In this fourth blog entry I will be talking about something a bit more critical for our game Echo.
This weeks feature is branches. Since our setting for the game takes place in a tree, a very important aspect to consider was creating a path for the player. Our team decided that this was to be done using branches. We were to draw some […]

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Program: Graphics

Story scenes

For this week, I have kept on creating scenes for ”Betulla’’ (me and my group will come up with a better name for the game shortly, no worries).  The scenes are supposed to be in the beginning of the game as an introduction together with text and a panoramic animation as a narrative to further spice up the gameplay. What we have thought out to happen in those scenes is shown below on a few sketches made by our game designer:

My […]

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Program: Graphics

Story scenes

For this week, I have kept on creating scenes for ”Betulla’’ (me and my group will come up with a better name for the game shortly, no worries).  The scenes are supposed to be in the beginning of the game as an introduction together with text and a panoramic animation as a narrative to further spice up the gameplay. What we have thought out to happen in those scenes is shown below on a few sketches made by our game designer:

My […]

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Program: Graphics

Background: The Light Night

Hello, today I’m going to talk about my aesthetic choices when making a background for our game. The environment in our game is depicted as made of stone with some rare trees here and there.
For the atmosphere of the background I inspired myself from the background that is inside the tree right here:

The background I made will be seen because there will be ”cracks/holes” in this inside background. As you can see the mood here is dark but also has that […]

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Program: Graphics

Background: The Light Night

Hello, today I’m going to talk about my aesthetic choices when making a background for our game. The environment in our game is depicted as made of stone with some rare trees here and there.
For the atmosphere of the background I inspired myself from the background that is inside the tree right here:

The background I made will be seen because there will be ”cracks/holes” in this inside background. As you can see the mood here is dark but also has that […]

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Program: Graphics

Turtle Defender

Sideproject – A Game of Catch
This is another small game I created in Unity, once again with the main purpose of learning and because creating is fun! I’ve created all of the artwork and design, I’ve had some mentoring assistance with the C# coding and the sounds are downloaded from Freesound.org and Soundbible. If you’d be interested in having a look at the game,  the download link is found here.
 

You can click here to download!

 

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Program: Graphics

Turtle Defender

Sideproject – A Game of Catch
This is another small game I created in Unity, once again with the main purpose of learning and because creating is fun! I’ve created all of the artwork and design, I’ve had some mentoring assistance with the C# coding and the sounds are downloaded from Freesound.org and Soundbible. If you’d be interested in having a look at the game,  the download link is found here.
 

You can click here to download!

 

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Program: Graphics

Flappy Pig

Sideproject – Flappy Bird Clone
A game created in Unity, mostly to learn and for the fun of it! Of course, a flappy bird clone is a grateful candidate for practising. If you take a closer look you may be able to find some metaphors in the game itself… All of the artwork is mine, I’ve had some mentoring assistance with the C# coding and the sounds are downloaded from Freesound.org and Soundbible. Feel free to download a copy of the finished […]

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Program: Graphics

Flappy Pig

Sideproject – Flappy Bird Clone
A game created in Unity, mostly to learn and for the fun of it! Of course, a flappy bird clone is a grateful candidate for practising. If you take a closer look you may be able to find some metaphors in the game itself… All of the artwork is mine, I’ve had some mentoring assistance with the C# coding and the sounds are downloaded from Freesound.org and Soundbible. Feel free to download a copy of the finished […]

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Program: Graphics

Zombie Crawler

Zombie Crawler – The Arcade Game
Over the past few years, zombies have served as gratified victims of target practice, embodiments of true horror and mindless stalking antagonists. In this game, I wanted to tell a different story. It is time we looked at things out of another perspective; Why does nobody ever ask: “How does the Zombie feel?”

Zombie Crawler is a first person zombie-crawling arcade game. As a starving zombie, your only chance of survival is grabbing a bite of that […]

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Program: Graphics

Zombie Crawler

Zombie Crawler – The Arcade Game
Over the past few years, zombies have served as gratified victims of target practice, embodiments of true horror and mindless stalking antagonists. In this game, I wanted to tell a different story. It is time we looked at things out of another perspective; Why does nobody ever ask: “How does the Zombie feel?”

Zombie Crawler is a first person zombie-crawling arcade game. As a starving zombie, your only chance of survival is grabbing a bite of that […]

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Program: Graphics

Planet Suburbia

Planet Suburbia was our first real game developing project during our education at Uppsala University. The group was randomly put together, we had three student programmers and three student graphical artists. Three of these also took on roles of lead design, lead sound and producer. In my own opinion, it made for a really good learning experience and it’s healthy to learn how to cooporate with all kinds of people!

The original concept for Planet Suburbia was not our own, however we did adjust and change a […]

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Program: Graphics

Planet Suburbia

Planet Suburbia was our first real game developing project during our education at Uppsala University. The group was randomly put together, we had three student programmers and three student graphical artists. Three of these also took on roles of lead design, lead sound and producer. In my own opinion, it made for a really good learning experience and it’s healthy to learn how to cooporate with all kinds of people!

The original concept for Planet Suburbia was not our own, however we did adjust and change a […]

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Program: Graphics

WEEK 3 – SCORE SYSTEM & MORE

WHAT
The third week approached and I was tasked to create the score system for our game, along with some other aspects that come with it. For this I needed to create or utilize:

A script that would keep track of the players score, and add to the score as long as they are not dead.
A HUD (Heads-Up Display) that would communicate the players score.
A pickup that would be generated from killing enemies, which would give score when picked up.
A crosshair that […]

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Program: Programming

WEEK 3 – SCORE SYSTEM & MORE

WHAT
The third week approached and I was tasked to create the score system for our game, along with some other aspects that come with it. For this I needed to create or utilize:

A script that would keep track of the players score, and add to the score as long as they are not dead.
A HUD (Heads-Up Display) that would communicate the players score.
A pickup that would be generated from killing enemies, which would give score when picked up.
A crosshair that […]

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Program: Programming

Play testing

This week I am going to talk about play testing.
What it is, why we need play testing and how our team managed to do it.
To start, play testing is to test a game during middle of the project. For us the school has given us specific days for play testing. On that day every group would bring their games (which could be said as demo version or vertical slice of total game) and let other people play. Until now we […]

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Play testing

This week I am going to talk about play testing.
What it is, why we need play testing and how our team managed to do it.
To start, play testing is to test a game during middle of the project. For us the school has given us specific days for play testing. On that day every group would bring their games (which could be said as demo version or vertical slice of total game) and let other people play. Until now we […]

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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 […]

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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 […]

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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 […]

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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 […]

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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