Game Design journal 2

Mikael Ferroukhi                                                                                                                            date: 15/02/18

5SD064

During this second week, I have so far been mainly working on tasks related to my Graphic Minor, while slowing down on my “team related” work. This means that instead of drawing placeholders and art in general, I have preferred to focus on an Art assignment that is due for the next week.

I decided to go in this direction because the assignment consist of drawing two different animation for a character of my choice. The thing is that the character can also be from the game I’m currently working on with my team, which means that it gives me a perfect opportunity to kill two birds with one stone as the Alpha milestone has finally been reached.

The assets that will be provided for our game will keep increasing in term of amount of work putted into, so starting animating now seems to be the right choice as it will be a requirement for the Beta anyways.

My game Omibozu taking place in the sea, we had previously decided with my team on about what sort of enemy we wanted the player character to face (see previous post for more detail about design choices).

monster ideas

In the current state of our game, the shark is the only enemy that the player is facing and it has already a two frames placeholder animation. So I decided that I will start working on the second enemy of the game : the squid.

This enemy is interesting because, just by seeing the motion of a squid in real life, you can pretty easily imagine ways to animate it while using the “squash and stretch” technique. When trying to move, some squids contracts their bodies and tentacles in order to release them with high velocity and therefore push themselves, just like some jellyfish. This is the type of movement I wanted to recreate through my “moving animation”

By working on that as early as possible, I will be able to provide my team with a good animated placeholder for our future game test and help us to “feel” more into the final Omibozu universe, which will help us to determine what works and what doesn’t

This is a work in progress and the images that I will show do not necessarily represent how the final result is supposed to look like, as for now it looks pretty cartoony but after adding colors and shading, it will be way more vibrant and in accordance with the art and aesthetic choices of our game.

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About Mikael Ferroukhi

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