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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Game Design

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 […]

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Program: Game Design

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Game Design

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 […]

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Program: Game Design

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 […]

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Program: Graphics

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 […]

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Program: Graphics

HEEEEEJ ALLIHOPA!!

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Program: Game Design

HEEEEEJ ALLIHOPA!!

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Program: Game Design

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