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.
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.
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.