Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Saturday, October 30, 2010

Game Shell

Game Shell interface is newly designed to play the mini games in.
We felt it would be fun to make it look more retro and old school. Much like those 80's arcade machines.
The colour scheme is a little different. Much cooler than my usual warm and lava-felt colours. Just to give the players a little break from the warm virtual world. And also for the sense of being in another environment (even for a short period of time).
I'm happy with the simplicity of the design, which is always harder to achieve.

Thursday, October 21, 2010

Splat - Final

After obsessing over every little detail for this multi-player game, it is finally finished. Kudos to our programmer who spent sleepless nights trying to make the right decisions to make me happy.
Here is the more improved game play scene of Splat (with some detailed clutter):

This is the shop interface where you buy more weapons to destroy your opponent with:

And where would we be without instructions? Nowhere! That's where.
For this splash design I really didn't want to fill it with text. So it is kindly animated for the viewers' convenience:


And the animation graphics! This brings back painful memories of working countless hours.
The old version (and plenty more hours spent) can be witnessed here
To explain briefly about the visual idea behind this game is humorous action. I personally only enjoy games that show a bit of sense of humour. So even with a good game, I wanted to make sure the graphics alone could entertain the audience.
Also, there's nothing wrong with making it look timeless since we're keeping in harmony with our steampunk theme.

Wednesday, February 17, 2010

Dino Race

Dino Race is another multi-player game our programmer, Nathan approached us with.
It's a relatively addictive game (great for kids!) you can play with a friend for hours.
Since I felt the need to make our Dinosawus world more primitive than necessary, I went with mud.
Brown isn't everyone's favourite colour, but I think I won that battle.

And here's a shameful concept I had to whip up in 10 minutes for Nathan because he claimed he would work on it over the weekend (to my surprise, he really did).

Thursday, January 7, 2010

Roar

Roar was our second concept for a multi-player game.
Actually, we've had Roar going for some time now since Splat seems to be causing our programmer a lot of grief.
It's a a complex version of paper rock scissors, only, with beautiful cards.
I like to think that kids walk away with some valuable knowledge about the Jurassic era.
It took me countless books and too many sleepless? nights to figure out just what to do with this game concept. We had no groups of elements set up.

Long story short, when you play the game, it all makes sense:

The following are a few concept drawings to show the work process involved in producing this game.
 

Monday, November 2, 2009

Slime graphics for Gunge

Gunge - it is very exciting.
We are in the midst of releasing something called Gunge Gear. 
Gunge Gear is a multi-player interaction for players to shoot at each other with slime with GUNS! Oh yes. Life is sweet. The weapons are to be seen here.
The image I have for this post isn't as exciting. But when Gunge arrives, you will be very excited.

Gunge Gear

Final vector images of the first set of Gunge Gear


Wednesday, August 12, 2009

SPLAT!

Nathan our programmer has come up with a new idea for a multi-player game - we're calling it Splat.
It's similar to a cannon ball game where 2 players can aim and fire cannon balls at each other. Violent? - I think not.
Before I go and spoil what is about to become our pride and joy, let me just show you the process of "The Making of Splat" through none other than IMAGES (oooohh)

This is what Nathan and I produce after our first meeting:

Yes. Very exciting and mind boggling stuff! (At this stage, we were thinking of using catapult to fling things at each other)

Time for Anna's special power-brainstorming!:



+ Brief meeting with Nathan


After some really bad drawings, and mundane ideas, comes a moment of creative flow.
This is where I really sit down and TRY to draw:

So this is the basic concept of our Splat screen.
Most ideas have changed. I have come up with a complete different idea for a "catapult".

+ Another brief meeting with Nathan


And the character design:


Once I'm feeling confident and Nathan and I agree on everything, I start vectorising all the elements.
This is the first draft where I haven't bothered to make it pretty:


And little by little, I start to add more to the screen:


You can never have enough information, so you just keep going till you're happy with it:


Finally, I'm somewhat happy with it. (And Chris no longer wants me working on this game)


I then move on to create different animation states.


These are our angry "balls":


Aren't they adorable... Awww


Now, it's all up to Nathan to put them together and make the magic happen.

Friday, March 27, 2009

Sub-Zapper - character design

Ah. This was a painful game to work on.
So many weird looking sea creatures. So much to research. So much redesigning.


Step one: research - and a lot of it
Step two: concept drawing. - they may not be the best drawings, but you gotta start somewhere
Step three: more research (this is mainly due to the creative block + unsatisfying concept drawings)
Step four: deciding on characters to develope.
Step five: concept development.



This here is a few concept drawings I did of Dunkleosteus, the prehistoric fish. I quite liked how ugly and distinctive its face was. - measured 6 m (20 ft)


Giant Orthocone is prehistoric squid-like creature which measured up to 10 meters in length (33 feet!)


Final character - the boss:
Giant mosasaur was a carnivore marine reptile, and could measure 17 metres in length (that's... almost 56 ft?!)


Thankfully the design of the submarine didn't take as long. Neither did the splash pages + additional artworks. I'm just glad it's over!

Tuesday, March 24, 2009

Fireflies

Backgrounds for Fireflies game. We now have a few games to keep the audience happy for a wee while, so that's good news.

I'd upload other splash pages too but it's home time and I'm hungry.




And of course: concepts!: (I like my pencils much more than the tablet)



Monday, February 23, 2009

Bungy Bonanza


A new bungy game. Coming soon.