Game Dev Introduction: W3, Terror of the Deep

Hello everyone, it’s blogging day again.

Today I’ll be talking about something different from my usual blog posts. Previously I’ve walked through my process of animating different sprites as well as explaining some different animation theories that I like to refer to while working. This week I’ve mainly worked with finishing up last week’s set of animations, creating background objects for decoration in our game’s stages, and the design of our fish’s final stage of growth. I’ve chosen to reflect on my character design.

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Game Dev Introduction: W2, Fighting the Frame Limit

Hello again, it’s the second blogging week.

Last week I talked about creating the death animation of our player’s first stage of growth from the ground up. I also went through a couple of animation principles and how I utilize them in my work process.

This week I’ve been working on the animations for our player’s second stage of growth, and work has not gone as smoothly as it did for the first stage because of a dreaded addition to the character design:

Image

The unholy fishing rod.

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Game Dev Introduction: W1, Animation process

I thought I would use my first blog post for this course to explain my work process of making an animation, and which animation principles I value most while animating.

For reference, I spent three years learning animation in gymnasium, and mainly studied traditional animation on paper. I create, sketch out and color my animations in Photoshop, the only other program I use is Paint Tool SAI, for line work.

My group is creating a game in which you play as a fish and grow bigger by eating other fish in the area. These last two weeks I have worked on creating all animations for the player fish in its first stage of growth. I did the bulk of the work last week, only focusing on the player death animation this week, and I thought I would walk through my process of making that particular animation.

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