Browsing 'Game Design': Posts from either of the Game Design programs
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
Reasonings behind the character design of the basic enemy
In the original Friendship Down concept document, the envisioned enemy was an ‘alien race with intent to kill’ and is in the document shown as a mix of seemingly organic creatures and mechanical constructs (see image).
These were intended as different enemy types, featuring different movements and mechanics. However, when planning the project to fit the scope of the given assignment, and in particular to compensate for the group having only a single programmer, it was decided in pre-production that alterations […]
Reasonings behind the character design of the basic enemy
In the original Friendship Down concept document, the envisioned enemy was an ‘alien race with intent to kill’ and is in the document shown as a mix of seemingly organic creatures and mechanical constructs (see image).
These were intended as different enemy types, featuring different movements and mechanics. However, when planning the project to fit the scope of the given assignment, and in particular to compensate for the group having only a single programmer, it was decided in pre-production that alterations […]
Onions have layers…
The game Right, since this is my first post relating to this game project I thought y’all might want a quick introduction to what the project actually is.
My team, Hastur, are currently working on a Shoot ‘Em’ Up based on a concept created by another group of students. The concept goes by the name of “You May Kiss The Bride”. Its set in a nightmare that Brad, the protagonist, has on the night before his wedding.
Onions have layers…
The game Right, since this is my first post relating to this game project I thought y’all might want a quick introduction to what the project actually is.
My team, Hastur, are currently working on a Shoot ‘Em’ Up based on a concept created by another group of students. The concept goes by the name of “You May Kiss The Bride”. Its set in a nightmare that Brad, the protagonist, has on the night before his wedding.
Onions have layers…
The game Right, since this is my first post relating to this game project I thought y’all might want a quick introduction to what the project actually is.
My team, Hastur, are currently working on a Shoot ‘Em’ Up based on a concept created by another group of students. The concept goes by the name of “You May Kiss The Bride”. Its set in a nightmare that Brad, the protagonist, has on the night before his wedding.
Onions have layers…
The game Right, since this is my first post relating to this game project I thought y’all might want a quick introduction to what the project actually is.
My team, Hastur, are currently working on a Shoot ‘Em’ Up based on a concept created by another group of students. The concept goes by the name of “You May Kiss The Bride”. Its set in a nightmare that Brad, the protagonist, has on the night before his wedding.
General Ship Design
The avatar of Aetherial is a ship, as was decided in the concept document. I, however, decided to redesign it somewhat, as the original design was perhaps not the most logical. It was very beautiful, but it didn’t really have sails per se, it was more like it had wings. I also knew that I would have to animate it, and animating a character that I had no idea how to draw seemed hard to do as my first attempt […]
General Ship Design
The avatar of Aetherial is a ship, as was decided in the concept document. I, however, decided to redesign it somewhat, as the original design was perhaps not the most logical. It was very beautiful, but it didn’t really have sails per se, it was more like it had wings. I also knew that I would have to animate it, and animating a character that I had no idea how to draw seemed hard to do as my first attempt […]
Blog #1: How does a harpoon missing sound like?
Hello and welcome to my first blog post! I am Léo, project manager and producer of team Wendigo. In our current project, I am also responsible for the sound effects and music of the game. In this post, I will talk about the process of developing a sound asset from ideation to implementation.
The game we are developing, “Umibōzu”, is about a Japanese fisher navigating a boat through a thick fog encountering dangerous sea creatures on his journey to find the […]
Blog #1: How does a harpoon missing sound like?
Hello and welcome to my first blog post! I am Léo, project manager and producer of team Wendigo. In our current project, I am also responsible for the sound effects and music of the game. In this post, I will talk about the process of developing a sound asset from ideation to implementation.
The game we are developing, “Umibōzu”, is about a Japanese fisher navigating a boat through a thick fog encountering dangerous sea creatures on his journey to find the […]
Level Design 02/08 -18
This week I have been working on the first basic level of our game. This includes trying to figure out an actual good design for how the map is going to look and learning how Tilemaps works in Unity. The majority of the time has been spent familiarizing myself with Tilemaps in order to get started with the level design, since I am completely new to the system. The level I have been working on is the first 30 seconds […]
Level Design 02/08 -18
This week I have been working on the first basic level of our game. This includes trying to figure out an actual good design for how the map is going to look and learning how Tilemaps works in Unity. The majority of the time has been spent familiarizing myself with Tilemaps in order to get started with the level design, since I am completely new to the system. The level I have been working on is the first 30 seconds […]
Lycanthrope: Spider artifact
Hello! My name is Mattias Borgqvist and I am currently working on a shoot em up game based on the concept document “A game of beelonging” by group Ouroboros.
This week I have been working on an enemy asset for our game, it is an spider that will hang down from the top part of the screen throwing balls of web towards the player which in our case is represented by a bee.
When first designing the spider I had a conversation […]
Lycanthrope: Spider artifact
Hello! My name is Mattias Borgqvist and I am currently working on a shoot em up game based on the concept document “A game of beelonging” by group Ouroboros.
This week I have been working on an enemy asset for our game, it is an spider that will hang down from the top part of the screen throwing balls of web towards the player which in our case is represented by a bee.
When first designing the spider I had a conversation […]