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#Games Design
pileojunk · 30 days
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Some assorted class work from this week- I’m working on the UI for our game and the backgrounds have been coming out so GOOD AND TASTY I think I’m learning to love doing pixel art my dudes
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thon717-2d · 7 months
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artstyle research
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this art style is called Woyak, it is very simplistic and is based on 'memes' it is drawn in black and white and I might make a game based on this specific art style. I believe this characters name is 'hungry stu' and it is used to put some high calorie food behind, to infer that 'stu' is going to eat it
Edit: thanks for all the likes everyone, why don’t you take a look at some of my other posts and like them too?
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slack-wise · 6 months
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Freya Holmér
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jag0137 · 7 months
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Sprite Death Animation
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Here's a quick death animation I put together for my character in photoshop, animating is way harder than I thought to be honest.
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illaurastrates · 1 year
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New saber design, might even like it more than the last one
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hemoglobinworld · 1 year
Video
S-S-S-SONIC BOOM-
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wscnateorr · 8 months
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Character Creation
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My first Games design character from sizes 64 by 64 to 2 by 2
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frippp · 1 year
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A logo i did for a game i made for collage a while back. I was looking through my old stuff and was pleasantly surprised by this most of my old stuff is pretty bad
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This will be the ammunition pickup in Toxic Waters Lite. It's an M1911 magazine, made as close to the original as I could get. I've planned that you start with five bullets, enough to kill two enemies and have one left over. Each magazine will give you one-to-two extra bullets, meaning you have to be resourceful. In the vein of Cry Of Fear and other metroidvania type games, you don't have to kill every enemy to progress. Sometimes, confrontation is best avoided, which is exacerbated in the fact that Nicolas is an engineer, not a soldier. He's wearing a hazmat suit, not body armour, and he's defending himself with a puny handgun, not any full-automatic assault weapon. Games such as Dead Space have done this before with large success - for example, Isaac Clarke mostly uses repurposed industrial tools to defend himself against necromorphs, and the one proper military weapon you get, the pulse rifle, has limited ammunition for a lot of the game. I have indicated the magazine's low ammo with the rudimentary hole counters on the side - you can see that you won't be getting a full refill's worth per pickup, which keeps the tension high and the enemies dangerous.
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foggypainterstudent · 8 months
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Character Creation
My first attempt at drawing a game character and doing pixel art from 64x64 to 2x2. My favorite character is 32x32 because it requires less details than what a 64x64 piece needs and provides the classic game style look but still carries the detail needed and allows more complex design than 16x16 would.
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annelidist · 2 years
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small brain: doesn’t understand the weapon class mechanic
large brain: understands the weapon class mechanic and carefully cultivates specific weapons for dealing with specific enemy classes
galaxy brain: doesn’t care about weapon class
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puppuptrixii · 1 year
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You know you are in games design class when a classmate tries to justify why going to prison would be cool.
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thon717-2d · 6 months
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Win and Lose Screen?
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upon winning, you are thrown into a black void that shows that text and then, after a specific delay the game restarts
the you lose screen is unimplemented, as you just restart upon death, starting an endless loop but here it is anyway. Very similar to the you win screen
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peachy-doodles · 2 years
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oh yeah whilst im thinking about it. since uni’s started up again here’s more Wizard game stuff. this is an intro scene concept.... might keep it in this style though if my team likes it since the black and white is very Moody :o]
here’s our guy again tho
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jag0137 · 8 months
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This is a character I designed in 64 Bit and then redesigned in different resolutions going down all the way to 2 Bit. This character is designed with the concept of my game that I will be producing in mind and will most likely make an appearance as the main character.
The character becomes unrecognizable at 4 Bits, i'd say.
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thejaymo · 2 years
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The role-playing game is to our century what the novel was to the eighteenth: the social art form epitomizing and evangelizing a new mode of self-creation. Role-playing games became especially popular in the 1980s, fostering a moral panic over the corruption of the youth, and their influence has continued to vastly exceed that of table-top games. As soon as the scientists, students, and computer hobbyists who loved Dungeons & Dragons began connecting with each other through what would come to be called the Internet, they began to play games together. On top of the early text-based online world, they created chat protocols for role-playing games. It was an early form of what Sherry Turkle called “social virtual reality.”
Reality Is Just a Game Now
I’ve spent the mornign read though this HUGE LOGN READ on Qanon, culture, ARGs, reality tunnels, 
So what if an alternate reality game really did keep on going, if it had no end point? It would amount to a simulation of the world. All aspects of “reality” that fit into the simulation, including some produced artificially by players for fun and profit, would be incorporated. If the game had no boundary, at some point you could think that the world it is building simply is the world. In one early ARG, after the final puzzle had been solved, some participants winkingly suggested they next “solve” 9/11.
The key line in the piece is this one:
Could we have imported online all of these tools for building alternate realities without getting sucked into the game?
I make similar arguments in the draft of my metaverse book. 
The whole essay is fantastic and well worth reading. 
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