Browsing 'Game Design': Posts from either of the Game Design programs

Background Study – Blog 1

Problems
This week, I have been creating the background tiles for the game. I tried to created highly realistic and detailed tiles at the beginning because I thought it would suit the “horror” game aesthetics well. The tile looked good without putting into the game scene. However, when I loaded it into Unity and tested it, problems occurred. A screenshot of the testing scene is shown below. There were mainly two problems. One was that the floor tiles were way to sharp […]

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Program: Graphics

Background Study – Blog 1

Problems
This week, I have been creating the background tiles for the game. I tried to created highly realistic and detailed tiles at the beginning because I thought it would suit the “horror” game aesthetics well. The tile looked good without putting into the game scene. However, when I loaded it into Unity and tested it, problems occurred. A screenshot of the testing scene is shown below. There were mainly two problems. One was that the floor tiles were way to sharp […]

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Program: Graphics

 
 

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Program: Graphics

 
 

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Program: Graphics

Unity Collision detection and the Collision Layer Technique that works best

Today, I am going to be writing about Unity’s difficulties with collision detection and how to solve it using a layered system. Collision detection plays a vital role in game production whether it’s the collision detection between players and enemies or even players and the game’s boundaries. This is because without it the fundamental aesthetics… Continue reading Unity Collision detection and the Collision Layer Technique that works best

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Program: Programming

Unity Collision detection and the Collision Layer Technique that works best

Today, I am going to be writing about Unity’s difficulties with collision detection and how to solve it using a layered system. Collision detection plays a vital role in game production whether it’s the collision detection between players and enemies or even players and the game’s boundaries. This is because without it the fundamental aesthetics… Continue reading Unity Collision detection and the Collision Layer Technique that works best

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Program: Programming

The basic movement in unity

When creating a 2D avatar based game on Unity, implementing the movement of the player is the first step. The moving style of player avatar is also an important mechanic. There are several kinds of pattern we tried for the game we are making.

The game concept we selected is Aestherial which you are controlling a pirate ship and fighting sky creatures. When came to the discussion of player movement, we were trying to simulate a feeling that you are flying […]

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Program: Programming

The basic movement in unity

When creating a 2D avatar based game on Unity, implementing the movement of the player is the first step. The moving style of player avatar is also an important mechanic. There are several kinds of pattern we tried for the game we are making.

The game concept we selected is Aestherial which you are controlling a pirate ship and fighting sky creatures. When came to the discussion of player movement, we were trying to simulate a feeling that you are flying […]

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Program: Programming

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