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Some early ux flow design by our designer. We are making this game with 3 people, me (artist) dev and design. These flows were very early and based on our gamejam game. In this design each player had 3 cannonballs, but we figured its more fun to keep shooting.
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Some wireframes for out winscreen and the endresult. Those basic mockups are used to decide what goes into the screen/how big and important will it be and in what order will the player read it. So for this screen: 1 After a game is played you first get to see the coins you earned. 2 Then comes out most important bit: monetization. We would like the player to double the coins earned and the big green button will direct players to an add. Once clicked it will be disabled. 3 Next up: spending coins. So we put a shop in here. We didnt want an extra scene with a shop so we implemented it here. 4 Shop shows 3 different hats in different rarity plus the total coins you have. 5 Then the other big buttons is : next game or back to menu. Next game will become green after the add button has been used, directing the player to next step.
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Our hatshop design. You can swipe/press and it will slide out. Then scroll through the hats by swiping or tapping. The one in the middle will be the selected hat.
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Win screen in its total glory. Has a little hat shop in the bottom
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Game over screen: watch a video for a replay. We wanted to avoid any text, but not sure if this design is clear. Gotto test it first. The octopus is hovering with parallax wings and halo.
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Some screenshots of our pirate game. The waves are made by code, reacting on impact. I made a modular background to set three time moods/feels.
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Another skin for our octo game: zombie octo. It uses the same rig as the skeletons and other octos
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Motorboat: an enemy model in idle state for our little game! I had to compress it a bit for tumblr.
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Victory screen animation for our game. The flags use the same bones and I only made one side, so the other part can be flipped. The asset atlas is 131 kb,
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Animated an explosion for our game. I tried to minimize the amount of images used: the atlas is 49 kb but i see i can scrape some off here and there. First I made it in photoshop using frame to frame painting, then I took out the biggest parts and checked what I could scale in spine. Then I put it all in Spine. The animation has an intro, loop and outro.
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New skin I made for our shooting game. We needed some boss enemies and to save some time I am using the same rig as the player. When I made this I realised I can now easily make some varations on this enemy by swapping the cape,headgear and staff too. The boat is currently the same skin as the player but I am thinking of redesigning it. Its just not on our priority list, so lets see when thats gonna happen. Ill show some animations soon!
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(takes some loading) I had to make a rig for a 4 legged creature in isometric view. This is done in Spine and it was incredibly difficult to get it the backsde correct. It still doesnt look right in perspective. I made an Idle, Walk and Attack but because the wolf runs faster than other units I made a run animation, The walk animation just didnt show the strenght of the unit enough. As you can see I am using 2 sets of bones. each with its own sprites. Per animations I run the sprites off. Now I have seen tutorials where they use the same bones, with skinplaceholders and swap those for the reverse side: thats the clean way to do it and unfortunatly I didnt know it could be done that way. For reference i lookedat the animations of wowmodels, viewable in wowheads modelviewer. I looked at a pet dog and could set the camera in a view of the 3d model, so i could use it as a reference for the isometric view i was making.
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These are some old screenshots from our Gamejam game in 2016. We are updating the game now to release it so the art had some polish. All of the above was made in 48 hours (including animations)
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I made this little octo for a Gamejam in 2016. The theme was waves so you need to use the rotation of your boat throught the waves to hit your enemy. Original animations were done in After Effects but I translated them to Spine for the remake. Heres the idle animation!
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