Browsing '2017': Students starting in 2017

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 […]

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Program: Graphics

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 […]

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Program: Graphics

Test

test

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Program: Programming

Test

test

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Program: Programming

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.

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Program: Programming

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.

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Program: Programming

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.

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Program: Programming

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.

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Program: Programming

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 […]

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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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 […]

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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 […]

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Program: Game Design

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 […]

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Program: Game Design

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 […]

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Program: Graphics

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 […]

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Program: Graphics

Blog #1 Animating the bride

Feature – Bride

In our game “You May Kiss the Bride”, one of our core features is having the bride chase you from below, being a main factor in what causes the player to feel stressed and under constant pressure. The work in this blog will address the animation of the movement of the bride. I tried to make sure that she looked like something you want to run away from. A clear visualization of her trying to reach out for […]

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Program: Graphics

Blog #1 Animating the bride

Feature – Bride

In our game “You May Kiss the Bride”, one of our core features is having the bride chase you from below, being a main factor in what causes the player to feel stressed and under constant pressure. The work in this blog will address the animation of the movement of the bride. I tried to make sure that she looked like something you want to run away from. A clear visualization of her trying to reach out for […]

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Program: Graphics

Spawning Errors

Hello there!
My name is Fredrik Henriksen Lövlie and I am studying Programming and Game Design at Uppsala University, Campus Gotland. During our current course (Game Design 2: Game Development) we are required to write weekly blog posts about our design process and the progress of our 2D Shooter project. The game we decided to make is called Beelonging and is designed to evoke the feeling of belonging to a group.
This week I worked on changing the way our enemy spawner worked, […]

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Program: Programming

Spawning Errors

Hello there!
My name is Fredrik Henriksen Lövlie and I am studying Programming and Game Design at Uppsala University, Campus Gotland. During our current course (Game Design 2: Game Development) we are required to write weekly blog posts about our design process and the progress of our 2D Shooter project. The game we decided to make is called Beelonging and is designed to evoke the feeling of belonging to a group.
This week I worked on changing the way our enemy spawner worked, […]

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Program: Programming

Programming a centered bee swarm

Finished version of the centered bee swarm following the player

The bee swarm in “Game of Beelonging” is one of the main parts of the game concept. Whilst playing the game, there is a bee swarm constantly chasing the player, helping you out when enemies come to close and assigning a new player on death of the main bee. The swarm is supposed to always be vertically centered in a compact swarm, even if one of the […]

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Program: Programming

Programming a centered bee swarm

Finished version of the centered bee swarm following the player

The bee swarm in “Game of Beelonging” is one of the main parts of the game concept. Whilst playing the game, there is a bee swarm constantly chasing the player, helping you out when enemies come to close and assigning a new player on death of the main bee. The swarm is supposed to always be vertically centered in a compact swarm, even if one of the […]

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Program: Programming

Player movement in Umibozu

Context
As part of this course, my group  has to develop a 2d shoot them up derived from a concept document made another group of students.  Our game  is a top down shooter where you drive a boat in a mist shrouded sea in search of a mythical monster from Japanese folklore(named Umibozu) armed only with a light to pierce the fog and a harpoon. The stated aesthetics of the concept is to create an atmosphere of mystery and constant (moderate) […]

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Program: Programming

Player movement in Umibozu

Context
As part of this course, my group  has to develop a 2d shoot them up derived from a concept document made another group of students.  Our game  is a top down shooter where you drive a boat in a mist shrouded sea in search of a mythical monster from Japanese folklore(named Umibozu) armed only with a light to pierce the fog and a harpoon. The stated aesthetics of the concept is to create an atmosphere of mystery and constant (moderate) […]

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Program: Programming