I’ve been working on an updated version of Pobo the penguin. I went over the lines in Illustrator, and coloured him with the same rough brush as the arctic level. To match the basic animation in his level, i tested what his walkcycle and attack (throw snowballs) would look like. For these to work in game he will probably need some sort of sprite sheet, with the arm and feet as separate assets.
After lots of discussion and tweaking, this is the logo we ended up with. I like it and think it will stand out well on the menu.
Today i split up the scene into the static background and animated assets. Things look a little different since i found a cool brush in Photoshop; the texture of it looks like a rough crayon, which fits the theme of the level. In the level, the sun and the iceberg will have choppy animation. In Unity, Adam will put in the background, then layer the assets on top and animate them.
Today i worked the Arctic level. Before i could start i needed the correct dimensions from Unity, which was 16×9. In Photoshop, this translated to 1024×576 pixels. Using the concept as a colour and shape guide, i drew the lines in Illustrator. I then brought the lineart into Photoshop, where i experimented with brushes to find a rough textured one. Once i found one, i coloured over the lines to fit in with the ‘child drawing’ theme. In the finished level, there will be animated parts like the sun and the iceberg.
For our game we need a good logo. One that catches your eye as well as relating to the game’s title. As a team we came up with 15 different designs, using Photoshop and the Dafont website. We couldn’t agree on a favourite, so we made an online poll and got other class members to vote.
The one that was most popular was number 11, so i took the text and made some variations of it. I like how many of the brushes in Photoshop have cool textures, and i experimented to see what looked good.
Here is another concept for a character. He is a glitchy dialog box, called Error. The mouse pointer would be what he aims with, and his attack would be shooting code/binary out of it. His ultimate could be that he duplicates loads around the screen, like pop ups on old windows computers when dragged around. I think the character could look better in a style similar to that of flipnotes.
These are some concept sketches. The first is Goopy but in a more Tim Burton-esque style, since he is a ghost it might suit him better to be scary. The second is a character inspired by Picasso – the features on his face are jumbled up like in Picasso’s paintings. A name for him could be Parblo.
Here is the schedule for our pre-production, which Luke made. Orange means started, and green means finished. I think we’ve been quite organised so far – we do a scrum every week, and note down everyone’s tasks.
Here is the asset list for our game, Design Dispute. Blue means necessary, while yellow means optional. My jobs for actual production are a 2D character and 2D background. Since we may be adding more characters, i will take the job of doing them or their level background.