CAGD 470

Sprint 5

Kill Everything As Fast As Possible (K.E.F.P)

Gameplay Summary: Kill Everything as Fast as Possible is a first-person, rogue-lite boomer shooter game where you have to kill as many enemies as possible in an arena with limited time. If you die, or run out of time, you upgrade your arsenal, and then start a new run and attempt to kill more enemies than last time. . 

Vision Statement: Kill Everything as Fast as Possible is a first-person, face-paced, rogue-lite boomer shooter where you have to kill as many things as possible to refill your timer. Use the blood of your enemies to upgrade your arsenal to kill enemies in faster and more brutal ways

This sprint, I worked on UI and Icons which will provide the player with more information on guns and abilities they use. This included the Rocket Launcher and its rocket ammunition, the players crosshair, the gas can ammunition for the chainsaw, and lastly two grenade icons, one for the fire and the other for the ice.

The first card I worked on this sprint was the ice grenade. The original idea we had for the ice grenade ended up being revamped which meant we would go with a similar design with changes. This time I would reuse the outline from the original


Some improvements was firstly make the overall grenade more blue and more vibrant. I tried probably around 5-6 different blues and with and without the emitted glow. I also learned about the symmetry tool in photoshop. I experimented with the radial and mandala patterns with different segment counts for snowflakes to give the impression of ice/cold. I freehanded whatever looked nice and got feedback from my designer. I was asked to try and make a black outline or with different shades of blue. 

Lastly, I rotated and scaled 3 different snowflakes. Personally I didn't like the option of snowflake my designer picked but I still like the final product.


Next was the fire grenade. Similar to how I made the ice grenade, I would add a fire element icon somewhere around this grenade. I had a few variants of how I wanted the fire to be but I started to lean into the middle variant seen in the image below.

For the process, I did an outline of how I wanted the fire to 'flicker' around the grenade, from there I finalized the shame of each flame and adjusted which part would be in the front verses the back. 

Then I made a few masking layers to test out the shades of the flames I wanted and first tried to just paint on each color but it didn't like how I hoped. So after putting the yellow, orange, and reds in where I wanted, I masked the mask and tried smudging and blurring the colors together.


The image above is the final product after polishing the tips of the flame and adjusting the glow around the grenade a bit. I am really happy with how this came out and cannot wait to see this implemented into the game.

Next I worked on the UI Icons for the Rocket Launcher and its ammunition, the rocket. I used the same process I have been using for all the other weapons where I cropped out the background from the image of the modeled version. From there I masked layered reds and adjusted opacity. 

An issue you could say I had was that I had to do a lot more manual cropping than usual compared to other weapon icons because the auto remove background feature photoshop uses would cut out the small details like the spikes and trigger. This meant I took a small brush and did lots of small erasing to get into the corners to remove bits of grey/white left behind without clipping and removing small details.

A similar issue occurred on the rocket ammunition but had only minor parts that had did not crop properly.


Next, I worked on the crosshair since that and the rocket launcher were my highest priority cards this sprint. Similar to the ice grenade, I messed around with the symmetry tool to get accurate lines for a plus sign crosshair. I was told the crosshair should also be red but with a darker outline and maybe a brighter red inside it.
I referenced both what my designer game me but also based its design on common crosshairs you would see in Valorant. This crosshair actually has 3 layers for each outline within it which to me looks easy on the eyes. I think if my designer asks about it again, I might adjust the opacity on the inner colors.
The last thing I finished this sprint were the oil can icons which will represent the fuel of the chainsaw weapon. My reference for this was one of those red, square, plastic motor oil bottles. The reference image I was give was a slanted overhead view which would have made it not as recognizable compared to a side view.


Similar to the weapons, I cropped my reference image and manually adjusted some of the problematic cropping. My designer wanted a a light red to show full and a darker red to show emptiness. 
I also based the lighting off the reference but made it not as noticeable. I have noticed I have been doing a lot of minor adjusted or detail touch ups which the player probably will not even see.

Right before I put my card into verified, my producer asked for 3 variants of this oil can, 1 full, 1 half full, and 1 empty. Just in case it couldn't be programmed in, they wanted the half full, which may or may not get used which is ok and just nice to have now just in case.


Overall, I am happy with the outcome of all my cards and UI icons made this sprint. I need to keep in mind that at this point, some features could be scrapped which also related to some of my work and that right now, quantity is more important than quality, so I should push out UI cards as fast as possible.

Sprint 4

Kill Everything As Fast As Possible (K.E.F.P)

Gameplay Summary: Kill Everything as Fast as Possible is a first-person, rogue-lite boomer shooter game where you have to kill as many enemies as possible in an arena with limited time. If you die, or run out of time, you upgrade your arsenal, and then start a new run and attempt to kill more enemies than last time. . 

Vision Statement: Kill Everything as Fast as Possible is a first-person, face-paced, rogue-lite boomer shooter where you have to kill as many things as possible to refill your timer. Use the blood of your enemies to upgrade your arsenal to kill enemies in faster and more brutal ways

This sprint, same as usual, I worked on 2D art for UI and icons. These icons revolved around abilities and weapons. The first card I worked on this sprint was finishing the ammo regarding the mini-gun. Something I have picked up on from drawing previous icons, is that when making things more simplistic as icons, all lines matter. I probably redrew the mini gun ammo more than a dozen times but only showed my designer half of them.

After many minor tweaks, we settled on this;

The next cards I worked on was turning our guns into Icons. I started with the Chainsaw Icon, which involved taking a front view of the original chainsaw model and bringing it into photoshop to remove the background.



From there, I did some touch ups on areas there were missed when cropping the background. From here I polished some areas that were off and smooth the surround. From here I adjusted the colors and shadows to make it similar to the pistol I made last sprint.

 Same steps were taken when doing the Shotgun Icon. I got a front view screenshot of the shotgun, put it through photoshop and adjusted the values from there.


Next, I worked on the UI base template for the weapons to show the area their weapon and weapon info will be kept. I referenced a sketch my designer made and drew it in photoshop. The ideal shape was something similar to a rectangle with its edges trimmed. 


When I trimmed the corners, I felt like that space could be used to show something. I experimented with bullet amounts, names, and bullet icons within that space.


After the template was completed, I adjusted the type of red and made some variants of how the ammo would show along with how many bullets and bullets in the gun.

For the last of the sprint, I worked on the dash Icons. This involved the triple, double, and single dash. I found a dash icon that I wanted to base my icon on and did many sketches with it. I had lots of small tweaks with it, mainly revolving around the leading leg 


The outlines and straight lines to imply movements I experimented multiple times with. I thought the glow would be nice, even if it wasn't yellow but my designer wanted to keep it simple. This base single dash would be duplicated for the double and triple dash, so it was important that I was satisfied with this dash since the others would be based on it.


After many minor tweaks, I adjusted the red value and got approval with my designer.


The idea for the double and triple dash would be that they were duplicated. I tested out many versions of how I interpreted it like, the same image and color stacked, spaced out, removing the implied movement lines and adjusting the back arm.


We settled on creating a variant of bright to dark when stacked behind each other. And for the front dash icon, it would be the only one that has the implied movement lines and the back ones do not. These are the final product;



Overall, I am happy with the outcome of these Icons and can not wait to see them implemented into our next build. The plan for next sprint will be focused on crosshairs and UI elements. Many cards with a base like a grenade and adjusting colors or a different icon for each type.

Sprint 3

Kill Everything As Fast As Possible (K.E.F.P)

Gameplay Summary: Kill Everything as Fast as Possible is a first-person, rogue-lite boomer shooter game where you have to kill as many enemies as possible in an arena with limited time. If you die, or run out of time, you upgrade your arsenal, and then start a new run and attempt to kill more enemies than last time. . 

Vision Statement: Kill Everything as Fast as Possible is a first-person, face-paced, rogue-lite boomer shooter where you have to kill as many things as possible to refill your timer. Use the blood of your enemies to upgrade your arsenal to kill enemies in faster and more brutal ways

This sprint, I focused mainly on UI for both guns and general stats. Firstly, this sprint I got the pistol and pistol ammo UI completed. I also got the stylized player health bar completed with some minor adjustments from a previous sprint. And lastly the Ice grenade icon. I additionally completed shotgun shells which turned out really nice, but ended up being scrapped because it didn't fit the designers vision.

This sprint started off like previously stated, with the pistol UI icon. This icon will show when the player equips their pistol. It will also show their ammo type and which bullet type is needed for that specific gun. For the Pistol art, I relied on our already 3D modeled version to base it off of. I took a side view screenshot of the pistol and cropped out the background around the gun in photoshop.


From there, I did some polishing and cleaned up tight cracks that photoshop didn't automatically remove and smooth out the pixels with the eraser. I experimented with some effects like drop shadows, glow, and blood splatter and sent them to my designer. He ended up liking the simple bottom right pistol, which had the original image of the pistol, just with a fill bucket of red.

As I write this blogpost, my designer changed their mind and ended up liking the top right version, which was also filled with the same red, but I kept the shadows to imply indents for more of a detailed silhouette rather than a flat one.

Next, I worked on the bullet which would go along with the pistol. Out of all the art I have done this sprint, I spent a lot of time and micro adjusting this card. My designers idea for the bullets would be an outline of real bullets with limited detail, just enough for the player to glance at it and know it is a bullet. Although I had reference images for the bullets, looking back, the problems likely arised from either brush type and size, micro details or brush hardness.

Every time I sketched these bullets out, they looked like anything but a bullet. My first attempt on the far left was very sad, almost disappointed in myself for. The second one to the right of it was my favorite, and when I sent it to my designer, he said it looked too much like a crayon which I can totally see. My third attempt, I tried a smaller variant of pistol ammo which was more compact and rounder. From that I learned my tips of the bullet were too triangular, which gave off a crayon feel. My last two attempts were the final ones, which my producer picked the far right. I am happy how it came out but maybe because I spent so long on it, the bottom looks off and the tip looks like a Christmas light.

While I waited for my designer to find me a reference for shotgun shells, I worked on the ice grenade icon. At first I assumed I was drawing this from scratch, so I found a grenade reference and added some icicles and frost onto it. When showed my designer my concept art, I was told that I was supposed to base it off of the already modeled ice grenade.


After getting the .FBX file for the ice grenade, I took a screenshot of a front view and sent it into Photoshop to remove the background. Again I polished it up with the eraser tool and messed more so with emission glows, something like a frosty mist. I also played around with the fill tool. I wasn't sure how to keep on theme with the blood red like all the other icons, but I felt without the blue, it couldn't be seen as an ice grenade.

I think the keypoint that makes this object look like a grenade is the pulling circular part. I had some issues with adding the glow to the grenade itself, so I improvised and had it apply on my brush and outlined the grenade. My designer settled on the all blue, with blue glow. 

The last thing I worked on this sprint were the shotgun shells. I felt the shotgun shell outline wasn't implied if I only outlined it, so I wanted to add a few more lines to imply depth. I tried experimenting with variation of colors of the copper like bottom of the shell or filling the whole outline. I did a variant of using the original reference and playing with opacity and blur tool to imply the already textured aspect. I really liked this version and my designer did too but it didn't fit the consistent design we wanted for the bullets.


I ended up redoing them right at the end of the sprint, and I am sad that these bullets wont be used, but as the new version doesn't ruin the visuals, I am fine with scrapping it.

Overall, I am proud of the work I did this sprint. I think I did a bit less compared to other sprints, but I think the quality of the work is better. Rather than sketching messy concept art, I really took the time to perfect the finalized product.

Sprint 2

Kill Everything As Fast As Possible (K.E.F.P)

Gameplay Summary: Kill Everything as Fast as Possible is a first-person, rogue-lite boomer shooter game where you have to kill as many enemies as possible in an arena with limited time. If you die, or run out of time, you upgrade your arsenal, and then start a new run and attempt to kill more enemies than last time. . 

Vision Statement: Kill Everything as Fast as Possible is a first-person, face-paced, rogue-lite boomer shooter where you have to kill as many things as possible to refill your timer. Use the blood of your enemies to upgrade your arsenal to kill enemies in faster and more brutal ways.

As the 2D artist/Flex, this sprint I worked mainly on concept art and rough sketches for enemies and UI. Firstly, this sprint I worked on our enemy concept art. The enemies I would be making would represent our 3 types; light, medium, and heavy enemy's. My designer wanted to go for a vibe similar to an anime called Attack on Titan, in the sense of their distorted body structures. 


This was hard for me in a few ways. Firstly, I draw casually without correct body proportions or poses so being humanly accurate and drawing muscles or realistically was intimidating. My art style is similar to that of the cartoon called Adventure Time, which is very cartoony in the sense that it's very cute and simplistic. I tried to replicate some of the titans from the image above, but still didn't fit right.


My designer also gave specific descriptions or key features for some of these enemies. Mainly 2 different types of hand guns; a cannon/blaster and a handgun. This was also another challenge for me because I have never drawn any guns nor seen one built into a character.
Some feedback I received after submitting this canvas was that firstly, my characters were too 'cute' rather than scary or creepy which I definitely agreed with because that is just my style. I was also told to elaborate the characteristics found in the GDD. 


I honed into the light enemy as my first one, but later looking back at it, wasn't made to my designers wishes. But anyways, the light enemy should be fast and attacks with melee but hits for little. With the feedback I got from canvas 1, I went more towards a skinny and long design. I tried to sketch our a similar human like stature while elaborating the rib indents and face warping. To add a bit more on a scary side, what screams scary more than scars and weird body bending.


Next was the Medium enemy which I understood similar to a sniper and made a sketch but was told to make it less normal or plain looking. This sketch ended up being scratched and replaced;
This enemy was written to shoot the player from a distance and will move towards player to keep proper distance. Once the player is close enough it will melee. For this design, I again tried to draw anatomy but failed. I went more for a buff prisoner kind of vibe for the design. I added some descriptions and key details I wanted to keep on the design for when it gets modeled. Including chains on wrists, a gun with a flash built in to replace a hand, body plates, scars, and no shoes.


Lastly was the heavy enemy. The GDD described it to shoot at the player from a distance and will move to get in sight of the player and will melee. The only difference from medium enemy is the amount and size of projectiles. My first draft i based off a chainsaw killer or a killer you would find in the game Dead by Daylight. I made him similar to a football player physique with both hands turned into a double shooter run and the other a smaller SMG like gun with a blade around it. 


Some feedback I got related to make it similar to Roadhog from Overwatch. I interpreted this to make the character bigger and have larger guns. I jokingly added a cat for the head because I wasn't sure what I wanted the design to be but was told it was ok to leave it.


Next, I worked on UI relating to the Pause button mid game. My designer made me a reference that he made with Canva. I tried to copy the design and do some tweaks. While I was messing with the corners of the button, I had an idea of what if I made them into bullets since this is a shooter game. Feedback from my designer said he liked the first sketch based off the reference he made, but instead have the corners straightened.


Another UI I worked on was the headshot icon. This would appear when the player landed a headshot on a enemy. I searched on Pinterest for an idea I had and wanted a reference but couldn't find one. I was thinking of doing a common hunting prey like a wolf or rabbit with a arrow or bullet through but once I sketched it, it felt too too much as an icon that would appear constantly if the player landed headshots. I ended up going with a dummy like head outline with a bullet going through it. I added a bullet behind the head with a trail of blood. I also made a second variant without the bullet just in case. I am really happy with how this UI came out.


I then worked on the kill counter UI. My original idea was to make a body tower/stack but wasn't sure how to go about drawing that without drawing too much detail and making shapes to obviously make it look like bodies. When I think kills; usually I think headshots which lead most of my concepts being related to skulls. I also had a concept of a few sculls stacked on each other in a pool of blood which my designer liked, but suggested it to be more gore. I tried to study a human skull and tried my best to replicate it but never came out right. I am proud of the outcome and my designer liked it, but would like for me to remove the cracks.


Lastly, I worked on concepts for the players loadout. For this, I referenced a few different games and mini game I found on roblox. Roblox really helped me because the loadouts had to be simplistic for a roblox game which was perfect with how I wanted the Icons to be. I sketched out 4 options for my designer to pick, and ended up settling on option 3 but just remove the side arrows.