Monthly Archives: March 2011

Ready, Aim, Math!

Creating a full game for the first time no doubt brings about surprises. But one surprise I didn’t expect was having to dig up the little high school trigonometry knowledge I’d long ago buried in the deep recesses of my … Continue reading

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Creating 2D Levels with UniTile

As we’re starting to create levels in Unity, we’re discovering that making 2D levels in a 3D environment is no walk in the park. Luckily, we’ve discovered UniTile, an easy to use yet powerful tile-based 2D map editor for Unity. If you’re … Continue reading

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Chippin’ Away

I am by no means a character designer. Throughout my patchy art and design background, I’ve always shied away from designing characters. Landscapes, fanciful illustrations, and fonts – those I can do. Characters? Nuh-uh. To me, designing characters is the … Continue reading

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Zooming Out

We’re nearing the end of the second week of production, and every day brings more exciting new design challenges. Adrenaline and stress levels are running high as we continue to crank through 12-hour days on coffee and instant noodles. Because … Continue reading

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Artfully Speaking

Creating art that effectively communicates gameplay is hard. Not only must functionality and aesthetics work hand in hand, but the visual style must be strong enough to withstand round after round of iteration on game mechanics. Early in preproduction, we … Continue reading

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A Day in the Life

One of my favorite questions to ask people is what a day in their shoes looks like. And it occurred to me that people might be curious what a day in the life of a game design student looks like, … Continue reading

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Around the Game in 80 Days

Today marks the second day of production for our final game projects, and as of today, we have exactly 80 days to complete our game. Yikes. Needless to say, things are ramping up quickly. If you’re interested, you can follow … Continue reading

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