Yearly Archives: 2018

5SD064 Hanna Aho Lind- Sprite sheet of vampire squid

What have I made this day for our game Depth? The answer is; a sprite sheet for one of our enemies, more specifically the vampire squid. This sprite sheet will when implemented in Unity become an animation showing the moving pattern of the squid.
How did I do this, one might wonder? The solution is near: I started the day by drawing different sketches of octopuses and squids, trying out their lines of action and conceptualizing their final design in game. After some […]

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Program: Graphics

5SD064 Hanna Aho Lind- Sprite sheet of vampire squid

What have I made this day for our game Depth? The answer is; a sprite sheet for one of our enemies, more specifically the vampire squid. This sprite sheet will when implemented in Unity become an animation showing the moving pattern of the squid.
How did I do this, one might wonder? The solution is near: I started the day by drawing different sketches of octopuses and squids, trying out their lines of action and conceptualizing their final design in game. After some […]

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Program: Graphics

Testing testing

One two three

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Program: Graphics

Testing testing

One two three

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Program: Graphics

Game Design–group Lycanthrope AI Bees part 1 detecting the player

Hello Everyone. I got to work on Beelonging, in the game the player control one bee while the other six bees that are controlled by an AI and those AIs I have been working on. The AI for the non-controlled bees is an important part of our game because the aesthetic of our game needs that the player needs to perceive to have a belonging to a bigger group and hard to gain a sense of belonging to either to […]

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Program: Programming

Game Design–group Lycanthrope AI Bees part 1 detecting the player

Hello Everyone. I got to work on Beelonging, in the game the player control one bee while the other six bees that are controlled by an AI and those AIs I have been working on. The AI for the non-controlled bees is an important part of our game because the aesthetic of our game needs that the player needs to perceive to have a belonging to a bigger group and hard to gain a sense of belonging to either to […]

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Program: Programming

Blog

 

Good company in a journey makes the way seem shorter. — Izaak Walton

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Blog

 

Good company in a journey makes the way seem shorter. — Izaak Walton

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Pixel art and pre-production

The game development team Ettin (which I am a part of) decided to make a game based on the concept document from the team Poltergeist.
Temporary Sprite tile experiments
The concept is called “Depth”, and the core tenants of the project feature a giant fish creature chasing a submarine through underwater caverns.
The Lead Artist and me quickly decided that we wanted to make the game using Pixel-art. It was a realm we both had little experience, and were eager to learn more […]

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Program: Graphics

Pixel art and pre-production

The game development team Ettin (which I am a part of) decided to make a game based on the concept document from the team Poltergeist.
Temporary Sprite tile experiments
The concept is called “Depth”, and the core tenants of the project feature a giant fish creature chasing a submarine through underwater caverns.
The Lead Artist and me quickly decided that we wanted to make the game using Pixel-art. It was a realm we both had little experience, and were eager to learn more […]

/ Comments Off on Pixel art and pre-production
Program: Graphics

Pixel art and pre-production

The game development team Ettin (which I am a part of) decided to make a game based on the concept document from the team Poltergeist. The concept is called “Depth”, and the core tenants of the project feature a giant fish creature chasing a submarine through underwater caverns.
The Lead Artist and me quickly decided that we wanted to make the game using Pixel-art. It was a realm we both had little experience, and were eager to learn more about. This […]

/ Comments Off on Pixel art and pre-production
Program: Graphics

Pixel art and pre-production

The game development team Ettin (which I am a part of) decided to make a game based on the concept document from the team Poltergeist. The concept is called “Depth”, and the core tenants of the project feature a giant fish creature chasing a submarine through underwater caverns.
The Lead Artist and me quickly decided that we wanted to make the game using Pixel-art. It was a realm we both had little experience, and were eager to learn more about. This […]

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Program: Graphics

Behemoth Design

You are an ancient entity symbiotically bonded to and organic spaceship, The Behemoth. With almost no energy left, you need to find your way to the sea while defending yourself from the inhabitants of the planet you’ve been dormant in, ready to defend the home you’re threatening in their eyes. With little energy left, you can only assume limited control of the ship’s functions and with it must protect yourself.

This is the base plot for Behemoth group Siren came up […]

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Program: Graphics

Behemoth Design

You are an ancient entity symbiotically bonded to and organic spaceship, The Behemoth. With almost no energy left, you need to find your way to the sea while defending yourself from the inhabitants of the planet you’ve been dormant in, ready to defend the home you’re threatening in their eyes. With little energy left, you can only assume limited control of the ship’s functions and with it must protect yourself.

This is the base plot for Behemoth group Siren came up […]

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Program: Graphics

Developing Behemoth

Hello world!
With this blog I will try to offer some insight into how we are making a small game project and all the quirks involved on the game design and graphical side.
Updates will be weekly on Thursdays for the next 6 weeks.
 
EDIT: These links redirect to my comments on other student’s blog posts as required by the faculty in order to be able to grade my work. Feel free to read them too!
Week 1 – Comment on Isak Mansén’s blog:

February 08, 2018 / Comments Off on Developing Behemoth
Program: Graphics

Developing Behemoth

Hello world!
With this blog I will try to offer some insight into how we are making a small game project and all the quirks involved on the game design and graphical side.
Updates will be weekly on Thursdays for the next 6 weeks.
 
EDIT: These links redirect to my comments on other student’s blog posts as required by the faculty in order to be able to grade my work. Feel free to read them too!
Week 1 – Comment on Isak Mansén’s blog:

February 08, 2018 / Comments Off on Developing Behemoth
Program: Graphics

Design Blog 1

Hello eveyone!
My name is Simon and this is my first blog post for Game Design.
My team, Bugbear, decided to make the game Umibozu for this course, and here I will explain some of the design decisions we made while making the game.
We had a concept document and user stories from the team who came up with this game idea to work with from the start. So as the game designer in this team I looked through these to figure out […]

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Program: Game Design

Design Blog 1

Hello eveyone!
My name is Simon and this is my first blog post for Game Design.
My team, Bugbear, decided to make the game Umibozu for this course, and here I will explain some of the design decisions we made while making the game.
We had a concept document and user stories from the team who came up with this game idea to work with from the start. So as the game designer in this team I looked through these to figure out […]

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Program: Game Design

Blog Post #1

When we came up for the altered art style of Behemoth, which, unlike its concept document counterpart, is a mysterious world filled with crystalline monsters and ships, I wanted the sound to directly reflect that. While it’s been difficult to start creating sounds exactly how I want with my lack of experience in doing so, I have managed to create some interesting ones. The “Behemoth” (the player-controlled sentient war machine) has an almost whale-like vibe to it. I created some […]

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Program: Graphics

Blog Post #1

When we came up for the altered art style of Behemoth, which, unlike its concept document counterpart, is a mysterious world filled with crystalline monsters and ships, I wanted the sound to directly reflect that. While it’s been difficult to start creating sounds exactly how I want with my lack of experience in doing so, I have managed to create some interesting ones. The “Behemoth” (the player-controlled sentient war machine) has an almost whale-like vibe to it. I created some […]

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Program: Graphics

My First Entry – introduction

Blind cave fish
Hiiiiii! I have decided to make this first post a brief introduction to who I am and a summary of what I/my team have accomplished so far in the course Game Design 2 Game Development.
I am a Graphics minor of the Game Design Bachelor Program at Uppsala University Campus Gotland. My main interests are gaming and drawing (duh!) but also cooking and eating! Since a very young age I have enjoyed consuming all kinds of cartoons, comics and […]

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Program: Graphics

My First Entry – introduction

Blind cave fish
Hiiiiii! I have decided to make this first post a brief introduction to who I am and a summary of what I/my team have accomplished so far in the course Game Design 2 Game Development.
I am a Graphics minor of the Game Design Bachelor Program at Uppsala University Campus Gotland. My main interests are gaming and drawing (duh!) but also cooking and eating! Since a very young age I have enjoyed consuming all kinds of cartoons, comics and […]

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Program: Graphics

2018.02.08 – The Unity Animator, the good, the bad and the ugly

Topic: Animations in Unity 2017.3 using the Animator component
Animation in a pre-alpha sprint, why?
Animation, while not an alpha feature per-se, was something our (Team Hastur) artists were asking for better in the engine (Unity 2017.3) Q.A. of their work as well as a confidence boost by seeing their work being implemented in the game.
Furthermore, we had to see whether the rough animation pattern we had thought out for the NPCs would tie in with our mechanics and enhance the gameplay […]

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Program: Programming

2018.02.08 – The Unity Animator, the good, the bad and the ugly

Topic: Animations in Unity 2017.3 using the Animator component
Animation in a pre-alpha sprint, why?
Animation, while not an alpha feature per-se, was something our (Team Hastur) artists were asking for better in the engine (Unity 2017.3) Q.A. of their work as well as a confidence boost by seeing their work being implemented in the game.
Furthermore, we had to see whether the rough animation pattern we had thought out for the NPCs would tie in with our mechanics and enhance the gameplay […]

/ Comments Off on 2018.02.08 – The Unity Animator, the good, the bad and the ugly
Program: Programming