
First post, fish game
Hi. I am the designer in team shadhavar. Today I will be talking about the enemy wave/spawn system that I both designed and coded.
The game that me and my group are making is wave based, that is to say enemies attack the player in waves. When designing the wave system there were three main principles I wanted to stick to; the enemies should not spawn on top of eachother, waves should be easy to design and the system should be […]

First post, fish game
Hi. I am the designer in team shadhavar. Today I will be talking about the enemy wave/spawn system that I both designed and coded.
The game that me and my group are making is wave based, that is to say enemies attack the player in waves. When designing the wave system there were three main principles I wanted to stick to; the enemies should not spawn on top of eachother, waves should be easy to design and the system should be […]

Week 1 – Making bubbles
I work in the group Quetzalcoatl and we picked the game concept Selfish. In that game, the player character is a fish in an aquarium with a gun. A “bubble gun” to be specific. I was tasked with making the concept for the bubbles for said gun.
The image above was made by me 2 weeks ago. The bubbles over the middle of the image were made in PaintTool SAI but it was hard for me to make them look good so I […]

Week 1 – Making bubbles
I work in the group Quetzalcoatl and we picked the game concept Selfish. In that game, the player character is a fish in an aquarium with a gun. A “bubble gun” to be specific. I was tasked with making the concept for the bubbles for said gun.
The image above was made by me 2 weeks ago. The bubbles over the middle of the image were made in PaintTool SAI but it was hard for me to make them look good so I […]

09-02-2017
This week I have been working on a few things, such as the background for the game which is what I am going to talk about this time.
Here is what it looks like at the moment:
I drew this in Photoshop and it took me about three hours. We had an idea about a flying temple in the sky for a level, so that is what I had in mind when I first sketched this up. I wanted something simple, so […]

09-02-2017
This week I have been working on a few things, such as the background for the game which is what I am going to talk about this time.
Here is what it looks like at the moment:
I drew this in Photoshop and it took me about three hours. We had an idea about a flying temple in the sky for a level, so that is what I had in mind when I first sketched this up. I wanted something simple, so […]

Proto-prototyping
I’m currently working on the 2d shoot ’em up game “Burn Witch, Burn!”, in a team of four members, using Unity. It’s a completely new experience for me which is both exciting and nerve-racking.
Beginning the project I felt that finding a way for us to be able to share our work was the number one priority. My first week was spent learning about repositories and trying to establish one for the group.
Meanwhile, the project had started taking shape through the […]

Proto-prototyping
I’m currently working on the 2d shoot ’em up game “Burn Witch, Burn!”, in a team of four members, using Unity. It’s a completely new experience for me which is both exciting and nerve-racking.
Beginning the project I felt that finding a way for us to be able to share our work was the number one priority. My first week was spent learning about repositories and trying to establish one for the group.
Meanwhile, the project had started taking shape through the […]

Constant slow falling
During the past few weeks, I have been working on a shoot em’ up game called “Revenge of Teddy” (name subjected to change) as a graphics artist. The game is about a young boy called Timothy who is falling through a nightmare, having to face his fears along the way. My first main task has been creating and animating the player avatar in its idle state, or in other words, drawing Timothy as he is falling straight down.
The avatar had […]

Constant slow falling
During the past few weeks, I have been working on a shoot em’ up game called “Revenge of Teddy” (name subjected to change) as a graphics artist. The game is about a young boy called Timothy who is falling through a nightmare, having to face his fears along the way. My first main task has been creating and animating the player avatar in its idle state, or in other words, drawing Timothy as he is falling straight down.
The avatar had […]

Week 1 : First Post – Enemy Concept
First of all, let me introduce myself. I am Axel, the lead artist of group Quetzalcoatl. I wasn’t originally plan to be Lead Artist but after a short discussion with the 2 others graphics student in my group, we named me Lead Artist.
My task was to draw several conceptual enemies. So, I did a bunch of drawing before getting to three specific enemies we could use. The Aquarius, the Sardine and the Spike Fish. After drawing them in a better […]

Week 1 : First Post – Enemy Concept
First of all, let me introduce myself. I am Axel, the lead artist of group Quetzalcoatl. I wasn’t originally plan to be Lead Artist but after a short discussion with the 2 others graphics student in my group, we named me Lead Artist.
My task was to draw several conceptual enemies. So, I did a bunch of drawing before getting to three specific enemies we could use. The Aquarius, the Sardine and the Spike Fish. After drawing them in a better […]

Making of the main character
My group Shadavar decided on making the game Selfish. I have been working on creating the main character for our game, Stephen, in Photoshop. It has been a bit of a struggle, with the early concepts not being to the liking of the team. The first version was very happy and cute, similar to Flounder from “The Little Mermaid”, but turned out to be a to be too bland and not really distinguished enough. In the next version I tried to […]

Making of the main character
My group Shadavar decided on making the game Selfish. I have been working on creating the main character for our game, Stephen, in Photoshop. It has been a bit of a struggle, with the early concepts not being to the liking of the team. The first version was very happy and cute, similar to Flounder from “The Little Mermaid”, but turned out to be a to be too bland and not really distinguished enough. In the next version I tried to […]

Pre-Sprint 1
What
Right before our first Sprint week, my group and I sat down and discussed how we wanted the game to be like. We already had a starting point: a well written concept document and a one page design that described in detail how the group that created it envisioned the final game.
We decided to keep the main key points of the game intact and start working on the game as soon as possible, as we didn’t want to change too […]

Pre-Sprint 1
What
Right before our first Sprint week, my group and I sat down and discussed how we wanted the game to be like. We already had a starting point: a well written concept document and a one page design that described in detail how the group that created it envisioned the final game.
We decided to keep the main key points of the game intact and start working on the game as soon as possible, as we didn’t want to change too […]

Designing Levels outside of an Engine
During the last couple of weeks, one of the things I’ve done is make drafts for various types of levels. As the game is still in the early stages, making these drafts has been relatively difficult. The main reason for this difficulty has been due to not knowing exactly how the enemies/objects will function. The way I dealt with this problem was by making multiple simple drafts rather than having one that is filled with detail, but would end up getting […]

Designing Levels outside of an Engine
During the last couple of weeks, one of the things I’ve done is make drafts for various types of levels. As the game is still in the early stages, making these drafts has been relatively difficult. The main reason for this difficulty has been due to not knowing exactly how the enemies/objects will function. The way I dealt with this problem was by making multiple simple drafts rather than having one that is filled with detail, but would end up getting […]

9.2 Blog Entry
I’m still getting used to this blog thing, so please bear with me! I’m still getting used to this blog thing, so please bear with me!
This is Stella Crawford from team Nazgul. I’m the lead artist for our project Burn Witch, Burn.
This week I didn’t have as many things on my plate as previous weeks. The work I had to do feels like a rather comfortable amount so I don’t get overwhelmed.
Anyway, what I chose to talk about is this simple idle animation for the first boss of our game, the Witch Hunter.
9.2 Blog Entry
This is Stella Crawford from team Nazgul. I’m the lead artist for our project Burn Witch, Burn.
This week I didn’t have as many things on my plate as previous weeks. The work I had to do feels like a rather comfortable amount so I don’t get overwhelmed.
Anyway, what I chose to talk about is this simple idle animation for the first boss of our game, the Witch Hunter.

Top-Down attack pattern for a simple enemy
I want to write about the attack pattern/method that I implemented into our shooter. This was implemented during the second sprint week of production. The method is used by the simplest enemy we will have in the game, the farmer, who simply walks towards the player and then does a thrusting attack that deals damage to the player. This specific attack pattern won’t be used by the more complex enemy types we will add, but the method I learned for […]

Top-Down attack pattern for a simple enemy
I want to write about the attack pattern/method that I implemented into our shooter. This was implemented during the second sprint week of production. The method is used by the simplest enemy we will have in the game, the farmer, who simply walks towards the player and then does a thrusting attack that deals damage to the player. This specific attack pattern won’t be used by the more complex enemy types we will add, but the method I learned for […]

Designing a Japanese folklore demon enemy
Last week I started designing a melee type demon enemy for our game. The enemy spawns to a demon realm in a 1800’s Japanese setting where the old clashes with modern. The design process was quite interesting since our graphical style tries to mimic the Japanese woodblock print which is a very flat 2d drawing style. I’ve yet to learn that style yet but here’s how the demon design process went.
I started out by researching old Japanese folklore demons and quickly […]

Designing a Japanese folklore demon enemy
Last week I started designing a melee type demon enemy for our game. The enemy spawns to a demon realm in a 1800’s Japanese setting where the old clashes with modern. The design process was quite interesting since our graphical style tries to mimic the Japanese woodblock print which is a very flat 2d drawing style. I’ve yet to learn that style yet but here’s how the demon design process went.
I started out by researching old Japanese folklore demons and quickly […]