Browsing '2016': Students starting in 2016
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Managing a Game Project, week 1
SCRUM
The first week i started out to explain to the group what SCRUM is in more detail. I also explained how we were going to use it togheter with the game concept document we choosed. With this i also got help from Joel.P who has been though some SCRUM in design class with Adam Mayes.
What?
I explained for the group what SCRUM is. I started with the basics like were SCRUM came from and how it got invented. This didnt really matter […]
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Managing a Game Project, week 1
SCRUM
The first week i started out to explain to the group what SCRUM is in more detail. I also explained how we were going to use it togheter with the game concept document we choosed. With this i also got help from Joel.P who has been though some SCRUM in design class with Adam Mayes.
What?
I explained for the group what SCRUM is. I started with the basics like were SCRUM came from and how it got invented. This didnt really matter […]
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Mightier than the sword……fish
In the game “Selfish” we have two overall enemy types for Stephen to battle. One being a ranged type of enemy and another being a melee type. One of the melee enemy fishies is a sword fish. This fish little beasty was created by Evelina Paulsson for our game. It was my task to create a swimming animation for it.
As this was a concept sketch, it required a little more refinement before I could animate it. I sharpened the lines […]
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Mightier than the sword……fish
In the game “Selfish” we have two overall enemy types for Stephen to battle. One being a ranged type of enemy and another being a melee type. One of the melee enemy fishies is a sword fish. This fish little beasty was created by Evelina Paulsson for our game. It was my task to create a swimming animation for it.
As this was a concept sketch, it required a little more refinement before I could animate it. I sharpened the lines […]
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Game Design 2 – Bounce Mechanic
My experience while working on a bounce mechanic for our game made with Unity.
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Game Design 2 – Bounce Mechanic
My experience while working on a bounce mechanic for our game made with Unity.
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Figuring out Bullet Patterns
During the past week I was assigned with making a couple of “bullet patterns”. By bullet pattern I mean the way the bullet acts when fired by an entity within the game world. So Essentially it is the act of how the entity shoots and how the bullet moves when shot. The purpose for this was to have as little code as possible, and making it easy for our designer to give each enemy a unique shooting pattern.
I quickly came […]
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Figuring out Bullet Patterns
During the past week I was assigned with making a couple of “bullet patterns”. By bullet pattern I mean the way the bullet acts when fired by an entity within the game world. So Essentially it is the act of how the entity shoots and how the bullet moves when shot. The purpose for this was to have as little code as possible, and making it easy for our designer to give each enemy a unique shooting pattern.
I quickly came […]
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5SD064 Implemented a spawn manager
ImageText: Showing some “temporary” enemies, spawned with the spawnmanager within certain boundaries.
The previous week, my sprint partly consisted of developing an enemy as well as an enemy manager which would have the ability to spawn a certain type of enemy depending on certain factors.
What?
The spawn manager was supposed to give the designer an ability to spawn whatever object that he wanted, depending on time as well as randomness at different positions, such as within two positions on the x axis […]
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5SD064 Implemented a spawn manager
ImageText: Showing some “temporary” enemies, spawned with the spawnmanager within certain boundaries.
The previous week, my sprint partly consisted of developing an enemy as well as an enemy manager which would have the ability to spawn a certain type of enemy depending on certain factors.
What?
The spawn manager was supposed to give the designer an ability to spawn whatever object that he wanted, depending on time as well as randomness at different positions, such as within two positions on the x axis […]
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Designing With Red-Green Color Blindness In Mind
Author: Hanna Hagenmalm
Team: Leviathan
Concept: Draxl’s Journey
The topic for this post is going to be accessibility. I’ll be exploring how to design for people with red-green color blindness, and how I’ve tried to apply those principles to the game’s background.
As a team, we decided to put extra focus on accessibility. This included the ability to play the game with one hand only, supplementing auditory cues with visual ones, and creating assets that would work for people with mild visual impairment.
The reason […]
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Designing With Red-Green Color Blindness In Mind
Author: Hanna Hagenmalm
Team: Leviathan
Concept: Draxl’s Journey
The topic for this post is going to be accessibility. I’ll be exploring how to design for people with red-green color blindness, and how I’ve tried to apply those principles to the game’s background.
As a team, we decided to put extra focus on accessibility. This included the ability to play the game with one hand only, supplementing auditory cues with visual ones, and creating assets that would work for people with mild visual impairment.
The reason […]
Tower Defence – Path Finding
Learning about A* search algorithm.
Tower Defence – The Plan
Basic development plan for my Tower Defence game. Part of an assignment in 2D game creation.
Tower Defence – The Plan
Basic development plan for my Tower Defence game. Part of an assignment in 2D game creation.
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Level Design
I have for some time now been working on a level design document for the shoot em up game that my team and I have picked for this project.
As I do not myself have any real knowledge about coding something like this or how to make a good level or a good level design document at all. I started by just thinking about how other games start a level and how they introduce different types of enemies and power-ups in […]
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Level Design
I have for some time now been working on a level design document for the shoot em up game that my team and I have picked for this project.
As I do not myself have any real knowledge about coding something like this or how to make a good level or a good level design document at all. I started by just thinking about how other games start a level and how they introduce different types of enemies and power-ups in […]
First Week of Production
As I am writing I am just hours away from the first Sprint review meeting, meaning this week will “end”. It’s been a stressful week with loads to do. I must admit though, that I failed as a designer.
We are working with a agile game developing method, scrum, and already from the first meeting my whole team was confused about what that actually meant. Even I that had some lesson in it and had read about it was confused, so […]
First Week of Production
As I am writing I am just hours away from the first Sprint review meeting, meaning this week will “end”. It’s been a stressful week with loads to do. I must admit though, that I failed as a designer.
We are working with a agile game developing method, scrum, and already from the first meeting my whole team was confused about what that actually meant. Even I that had some lesson in it and had read about it was confused, so […]
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Tower Defence – Path Finding
Tower Defence – Path Finding
Introduction
My tower defence implementation doesn’t need path finding, since the map will be static.
However there are two reasons I have spent the past few days learning about the topic:
I have hardly any knowledge about the subject, specially not implementation details.
It’s a very common mechanic in games, knowing the basics feels important.
A*
When reading about path finding and 2D games, the A* (pronounced A start) algorithm was by far the most mentioned approach.
The more I read the clearer […]
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Tower Defence – Path Finding
Tower Defence – Path Finding
Introduction
My tower defence implementation doesn’t need path finding, since the map will be static.
However there are two reasons I have spent the past few days learning about the topic:
I have hardly any knowledge about the subject, specially not implementation details.
It’s a very common mechanic in games, knowing the basics feels important.
A*
When reading about path finding and 2D games, the A* (pronounced A start) algorithm was by far the most mentioned approach.
The more I read the clearer […]