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Healthbar, not a candybar
New office, yay!
I got a desk next to a window through which you actually can see what the weather’s like. That’s nice even though its been kind of cloudy today compared to the past week. But for the moment, I feel a slightly tingling sensation of temporary happiness in my chest.
Enough chitchat, WORK has been executed this day, right here, in front of my gargantually, enormously, penisenlarging screen. I’ve made another iteration of the HUD and I can’t recall that I’ve written about the previous ones so here we go. I begun with a dark vector shape created earlier, just like in a cooking show. I added a new layer and started to play with details and colors, trying to find something that works with the art style I had in mind. I have to add that making interface is really not my thing, I knew this before I started and now I’ve learned that it’s also quite boring.
Anyway, here’s the result of today’s work, the resolution is far too high compared to what it’s gonna be ingame but I’ll deal with that later. Forget I said that.
Mood paintings
Once in a while when I design the levels it comes to the point when it seems like a good idea to make a mood painting of the surroundings. It could be in the beginning of the research or for the writer to have something to relate to, for commercial uses or just for the hell of it.
Anyhow, the main idea is to give an overlook of the referred level and it’s core-elements, color setting, general feeling and so on. Here are some samples of such pictures, in this case mainly for presentation purposes.
The making of the PoH logo
Making a good logotype is never simple, in this case it took a couple of iterations before I was somewhat happy with the look.
The main issue was to get it uptodate with the new weapons, also to get a more feel of action and arcade. To do that the former true type had to go, also as I noticed most game logotypes in comparison to regular company logos was much more graphically rendered.
So generally that’s the main issue I had to solve, also to get it easy read, fantasy-impression, working 2-color, smalprint accessible, not to different from before and somewhat good looking of course :p
Most issus come to be the font (probably because I believe that custom made fonts for logos are the only right thing) and after that the rendering and color that never seemed to hit the spot.
Well, it took a couple of tries before it could be called the new logo.
Here are some of the later iterations that didn’t made it.


