Browsing 'Game Design': Posts from either of the Game Design programs
Creating the first sound effects
Hi and welcome to my first blog entry. My name is Michael Degirmen and I am the project manager (Scrum master) and lead sound for Team Gnoll. We are working with the game concept “Behemoth”. Behemoth is a 2d side-scrolling shoot’em up game that we work on as a part of our school course. This blog will mostly be about the management side of the project, as well as the sound design for the game. Since we work with Scrum […]
Creating the first sound effects
Hi and welcome to my first blog entry. My name is Michael Degirmen and I am the project manager (Scrum master) and lead sound for Team Gnoll. We are working with the game concept “Behemoth”. Behemoth is a 2d side-scrolling shoot’em up game that we work on as a part of our school course. This blog will mostly be about the management side of the project, as well as the sound design for the game. Since we work with Scrum […]
Power-up design. – August Demirsson
The game me and my group picked was Umibozu. In the last couple of days, we have made some great progress with the game. We finished some core mechanics, such as player/enemy movement, shooting, death conditions for both the enemies as well as the player, and one power-up. In this text, I will go through the thought-process behind designing one of the power-ups in this game.
The power-up that we designed for the alpha build was a rapid-fire power-up, a power […]
Power-up design. – August Demirsson
The game me and my group picked was Umibozu. In the last couple of days, we have made some great progress with the game. We finished some core mechanics, such as player/enemy movement, shooting, death conditions for both the enemies as well as the player, and one power-up. In this text, I will go through the thought-process behind designing one of the power-ups in this game.
The power-up that we designed for the alpha build was a rapid-fire power-up, a power […]
Putting the captain at the helm.
The controls for the original ‘Omubozu’, before we got our hands on it, featured a pretty standard Shmup control scheme. The player used the WASD keys for movement, making the small fishing boat move forward, backward, left and right. Reading the original document, I felt like this method was a bit of a lost opportunity. It simply didn’t feel like controlling a boat.
This is the old control scheme. The fishing boat would continually point and move upward. Steering the boat […]
Putting the captain at the helm.
The controls for the original ‘Omubozu’, before we got our hands on it, featured a pretty standard Shmup control scheme. The player used the WASD keys for movement, making the small fishing boat move forward, backward, left and right. Reading the original document, I felt like this method was a bit of a lost opportunity. It simply didn’t feel like controlling a boat.
This is the old control scheme. The fishing boat would continually point and move upward. Steering the boat […]
1. The Wasp enemy
We, Group Mimic, are making a shoot ’em up game for kids where you play as bees. One of the enemies is a wasp, and I was assigned to draw it.
As an enemy the wasp is quite annoying, following the player avatar around and shooting projectiles. So I wanted the wasp to look like an annoying character that takes joy in trying to ruin for others. One other important aspect was that the wasp should look different from the bees […]
1. The Wasp enemy
We, Group Mimic, are making a shoot ’em up game for kids where you play as bees. One of the enemies is a wasp, and I was assigned to draw it.
As an enemy the wasp is quite annoying, following the player avatar around and shooting projectiles. So I wanted the wasp to look like an annoying character that takes joy in trying to ruin for others. One other important aspect was that the wasp should look different from the bees […]
Blog 1: Creating a color scheme
Hello!
My name is Petra and I am currently working on a shoot em up game called ‘Beelonging’. I am lead artist of the team and during the last week I’ve been working on making a color scheme for the characters in the game. The reason why I made a color scheme was to make it easier for the artists to share the colors while working on the same characters/background and also to see how the colors fit together.
Our game consists […]
Blog 1: Creating a color scheme
Hello!
My name is Petra and I am currently working on a shoot em up game called ‘Beelonging’. I am lead artist of the team and during the last week I’ve been working on making a color scheme for the characters in the game. The reason why I made a color scheme was to make it easier for the artists to share the colors while working on the same characters/background and also to see how the colors fit together.
Our game consists […]
Insight #1 – Setting the Scene
The original design document for Behemoth presented a simple yet challenging concept: “Feel like you are controlling heavy machinery”. This premise shaped how we approached the design and overall aesthetic of the game we are making, all the way from input controls to how the game looks and presents itself to the player. In this entry I will explain the thought process behind the layout of the game and what we try to convey with it.
One of the core elements […]
Insight #1 – Setting the Scene
The original design document for Behemoth presented a simple yet challenging concept: “Feel like you are controlling heavy machinery”. This premise shaped how we approached the design and overall aesthetic of the game we are making, all the way from input controls to how the game looks and presents itself to the player. In this entry I will explain the thought process behind the layout of the game and what we try to convey with it.
One of the core elements […]
Week one
My group called Archon and I are working on a game called Aetherial (concept created by team Vampire). The game is a “shoot em up” where you as the player has to hunt down a giant flying evil whale on an alien planet (essentially Moby Dick in the sky).
As my Groups Design designer I am in charge of User Stories.
“User Stories are short descriptions of a game, tool, or pipeline feature that has a clear value to a user. If the […]
Week one
My group called Archon and I are working on a game called Aetherial (concept created by team Vampire). The game is a “shoot em up” where you as the player has to hunt down a giant flying evil whale on an alien planet (essentially Moby Dick in the sky).
As my Groups Design designer I am in charge of User Stories.
“User Stories are short descriptions of a game, tool, or pipeline feature that has a clear value to a user. If the […]
The Water of Umibōzu (pre-alpha state)
Our initial thoughts on the concept were that, due to it being based on a Japanese myth, playing should feel like an experience and like a journey. We want to keep the spiritual and mysterious (not everything is known) nature of the concept and build our game around that. What art style would suit the above best? It became clear pretty early that a more stylistic approach rather than a realistic one fits our concept best. Too detailed art draws […]
The Water of Umibōzu (pre-alpha state)
Our initial thoughts on the concept were that, due to it being based on a Japanese myth, playing should feel like an experience and like a journey. We want to keep the spiritual and mysterious (not everything is known) nature of the concept and build our game around that. What art style would suit the above best? It became clear pretty early that a more stylistic approach rather than a realistic one fits our concept best. Too detailed art draws […]
Hello!
Welcome! My name is Alexander Sinn and I am the Lead Artist on Team Cockatrice. We are currently developing a game based on the concept Umibōzu designed by Team Gnoll.
Umi.. what?
The spirit of the Umibōzu originates from Japanese folklore. It is said to be accompanied by strange ocean phenomenon. It has been described as a hostile spirit, destroying any ship that dares to cross its path. The few that have seen the Umibōzu are usually the sole survivors of the […]
Hello!
Welcome! My name is Alexander Sinn and I am the Lead Artist on Team Cockatrice. We are currently developing a game based on the concept Umibōzu designed by Team Gnoll.
Umi.. what?
The spirit of the Umibōzu originates from Japanese folklore. It is said to be accompanied by strange ocean phenomenon. It has been described as a hostile spirit, destroying any ship that dares to cross its path. The few that have seen the Umibōzu are usually the sole survivors of the […]
While we designers have not had that much to do apart from making design decisions, there has been one thing that we can always fall back to, the game design document (GDD). While I am waiting for the feature freeze to come into effect so that I can start seriously working on the level design I have been writing the GDD. The reason I am waiting for the feature freeze before putting more effort into the level design is that […]
While we designers have not had that much to do apart from making design decisions, there has been one thing that we can always fall back to, the game design document (GDD). While I am waiting for the feature freeze to come into effect so that I can start seriously working on the level design I have been writing the GDD. The reason I am waiting for the feature freeze before putting more effort into the level design is that […]