#GAMES DESIGN
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pileojunk · 8 months ago
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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 · 1 year ago
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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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annelidist · 4 months ago
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this isn't an universal principle, but by and large the OSR work that i find to be actually interesting and worthwhile is the stuff that's the most mechanically distant from old-school dnd; trophy is a derivative of blades in the dark and as such is played with d6 pools, placing a great deal of emphasis on 'mixed success'-type outcomes, while his majesty the worm is, among its other deviations, played using a tarot deck as the resolution engine. no matter how robust a framework you surround it with, the single d20 is kind of a joyless thing, mechanically. it's functional, but it's not *clever*
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thejaymo · 2 months ago
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This in depth interview with Gav Thorpe on the development of 3rd Edition 40k is really interesting
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slack-wise · 1 year ago
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Freya Holmér
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jag0137rapidproto · 1 month ago
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Vertex Velocity - My gameplay video
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Here's my final product for Vertex Velocity! Assessing myself - i'm very sure that I hit my MVP (Minimum Viable Product). My MVP was to simply have the game itself without any powerups or shop system and I personally feel i've stretched myself above and beyond with this project.
Referring back to my project plan, i'd say I followed it accordingly, give or take a few adjustments as I went due to either longer time than expected on a segment or choosing to do another segment first. I think that the project plan helped very greatly in managing my time however, the proof is in the pudding with the complete game.
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jag0137 · 1 year ago
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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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the-great-elwisty · 6 months ago
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Tim Cain has a video blog
Legend of CRPG game development Tim Cain keeps a YouTube blog.
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Stumbled across this while in bed with a cold and a lot of self-pity. I didn't mean to watch the whole of his twenty minute video about his experiences as a gay game developer, but it's twenty minutes later and I guess I just did. Plus, there's so much more! He's covered game programming, game design, game writing, game management, and pets.
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illaurastrates · 2 years ago
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New saber design, might even like it more than the last one
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hemoglobinworld · 2 years ago
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S-S-S-SONIC BOOM-
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wscnateorr · 1 year ago
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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 · 2 years ago
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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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thon717-2d · 1 year ago
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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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nitrosodiumofficialuses · 1 year ago
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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 · 1 year ago
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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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