Browsing '2017': Students starting in 2017
Post #1 – Aiming the canon
Who?
Erik Rosenberg, I have been working as a project manager at a smaller media company prior to coming to Uppsala University, Campus Gotland where I am currently taking a bachelor of Game Design with a minor in Project Management. It is the second semester of my first year at the university.
I am also a member of Group Siren (a group of students at Uppsala University, Campus Gotland). Said group is currently developing a game, Behemoth, based on a concept document […]
Post #1 – Aiming the canon
Who?
Erik Rosenberg, I have been working as a project manager at a smaller media company prior to coming to Uppsala University, Campus Gotland where I am currently taking a bachelor of Game Design with a minor in Project Management. It is the second semester of my first year at the university.
I am also a member of Group Siren (a group of students at Uppsala University, Campus Gotland). Said group is currently developing a game, Behemoth, based on a concept document […]
Game Design journal 1
Mikael Ferroukhi date: 07/02/18
5SD064
During this week, I have been helping my Game Design team (Bugbear) by providing them with assets, sprites and ideas for different elements of our picked game: Omibozu.
The general idea of the game is to control a ship sailing through a mist in a quest to discover a mysterious supernatural entity, and while doing so using a floodlight in order to see through it and differentiate the different shapes that will appear, revealing if it is an […]
Game Design journal 1
Mikael Ferroukhi date: 07/02/18
5SD064
During this week, I have been helping my Game Design team (Bugbear) by providing them with assets, sprites and ideas for different elements of our picked game: Omibozu.
The general idea of the game is to control a ship sailing through a mist in a quest to discover a mysterious supernatural entity, and while doing so using a floodlight in order to see through it and differentiate the different shapes that will appear, revealing if it is an […]
Am I doing this right?
Task: UI: Health and Aether bar with player avatar icon
As a project manager who used to have digital drawing as a hobby, I have been waiting for the right opportunity to help out my team with some art. During this week’s sprint, that is exactly what I did. While both artists in my team are working on tasks that take many hours to complete, I thought I’d help out with UI, a smaller feature that doesn’t take too many hours, […]
Am I doing this right?
Task: UI: Health and Aether bar with player avatar icon
As a project manager who used to have digital drawing as a hobby, I have been waiting for the right opportunity to help out my team with some art. During this week’s sprint, that is exactly what I did. While both artists in my team are working on tasks that take many hours to complete, I thought I’d help out with UI, a smaller feature that doesn’t take too many hours, […]
5SD064 – Blog Post 2 : Tutorial level
This blog post will center around the design of the tutorial level for our game, “Depth”.
The aesthetic goal of “Depth” was “Last Leg”. We therefore had to make the player feel:
overwhelmed.
constantly in danger
pressured
relentless pursuit
However, the game still had to be fair. We therefore decided on creating a tutorial in which the player could experiment with moving, getting hit by enemies and shooting without getting penalized for it. An added bonus to such a tutorial is the stark contrast it creates […]
5SD064 – Blog Post 2 : Tutorial level
This blog post will center around the design of the tutorial level for our game, “Depth”.
The aesthetic goal of “Depth” was “Last Leg”. We therefore had to make the player feel:
overwhelmed.
constantly in danger
pressured
relentless pursuit
However, the game still had to be fair. We therefore decided on creating a tutorial in which the player could experiment with moving, getting hit by enemies and shooting without getting penalized for it. An added bonus to such a tutorial is the stark contrast it creates […]
Splashy Splash Screen
08/02/18
Splash screens typically serve to enhance the look and feeling of a game, it is the first thing the player sees when launching the game.
The fog, darkness and spotlight gives the player the aesthetic feeling of mystery before the game has started to make the player prepared and expected for what is coming next.
Process
While making the splash screen, we were sitting in the group together while drawing it so everyone could be involved in giving feedback. It is always good […]
Splashy Splash Screen
08/02/18
Splash screens typically serve to enhance the look and feeling of a game, it is the first thing the player sees when launching the game.
The fog, darkness and spotlight gives the player the aesthetic feeling of mystery before the game has started to make the player prepared and expected for what is coming next.
Process
While making the splash screen, we were sitting in the group together while drawing it so everyone could be involved in giving feedback. It is always good […]
Aether/Or: Creating a Projectile
As the inaugural entry of chronicling my experience in game development, I would like to talk about something I worked on this week, which was the projectile of the enemy set to appear in alpha. (Disclaimer: All assets are in the alpha stage and subject to change)
While it had been agreed upon that the enemy (the “Aether Ray’) would attack by firing a projectile from it’s tail, the exact nature of what was being fired had yet to be decided […]
Aether/Or: Creating a Projectile
As the inaugural entry of chronicling my experience in game development, I would like to talk about something I worked on this week, which was the projectile of the enemy set to appear in alpha. (Disclaimer: All assets are in the alpha stage and subject to change)
While it had been agreed upon that the enemy (the “Aether Ray’) would attack by firing a projectile from it’s tail, the exact nature of what was being fired had yet to be decided […]
08-02-2018
This first blog post will be about how I as the lead programmer choose to implement movement into our game. For some context: the game me and my fellow team members are working on will feature loads of different sprites that move around. The player will be one of them and the others will be different types of enemies and pickups. In order to simplify the code and write as little duplicate code as possible, I choose to make all my […]
08-02-2018
This first blog post will be about how I as the lead programmer choose to implement movement into our game. For some context: the game me and my fellow team members are working on will feature loads of different sprites that move around. The player will be one of them and the others will be different types of enemies and pickups. In order to simplify the code and write as little duplicate code as possible, I choose to make all my […]
First update
This is my first update.
Project Aetherial Blog One
Introduction
We are currently on sprint three of our game project, based on the concept document of the game Aetherial. For this first blog I will focus on the creation and development of one of the games’ enemies: the so-called sky pufferfish. As one of the graphical artists of the team, I am in charge of all the “common” enemies of the game, while the other artist is in charge of the player avatar and final boss. This was decided in […]
Project Aetherial Blog One
Introduction
We are currently on sprint three of our game project, based on the concept document of the game Aetherial. For this first blog I will focus on the creation and development of one of the games’ enemies: the so-called sky pufferfish. As one of the graphical artists of the team, I am in charge of all the “common” enemies of the game, while the other artist is in charge of the player avatar and final boss. This was decided in […]
First Post
Hello reader
The artefact that i will write about this week is the shockwave shooting. It’s a part of our power-up that we are implementing for our game. It’s made with one script that allows the player to shoot a shockwave once he has collected enough power-up drops that drop from the enemies to fill the power-up bar, but i will not go into that more at this time.
I made the shockwave shooting by making a script that takes a public […]
First Post
Hello reader
The artefact that i will write about this week is the shockwave shooting. It’s a part of our power-up that we are implementing for our game. It’s made with one script that allows the player to shoot a shockwave once he has collected enough power-up drops that drop from the enemies to fill the power-up bar, but i will not go into that more at this time.
I made the shockwave shooting by making a script that takes a public […]
Test
Just… let this work. God I’m ~Tired~