Category Archives: Design

Character Pipeline 6: Visual Coherence

This week I’d like to talk about how to design iconic characters using the concept of coherence. A coherent design is one in which all components work together to convey a single idea. Here are a few extremely coherent designs: … Continue reading

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Gameplay Updates: Power-Ups, Juggernaut, Joker Cards, and … WHIRLWIND

It’s been some time since I last posted, so this post will detail all of the new gameplay features I put in during the last couple of weeks. We are coming close to our polish phase and we listed out … Continue reading

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Tool Time – Interactive Wave Editor and Lessons Learned

Interactive Wave Editor As the project nears completion, this will be the last Tool Time post, but I’m ending with a bang. A large part of Card Kingdom is its waves and their design. They are our main mechanic to … Continue reading

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The Combat Corner – Hero 2.0, Iterating on Player Abilities, Part 2

In this part of our discussion of Hero 2.0, I’ll be going over, in great detail, the changes we made to the player abilities and why. Designing anything is a process. This is a common theme in a lot of … Continue reading

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Designer Den: Player Personalities

Last time we talked about creating a simple and natural control scheme and the usability of those controls. This time we will talk about our target demographic and types of players in it. Target demographic means to us is a … Continue reading

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Designer Den: Control Scheme for a younger audience Part.2

Last time we spook about our goal creating a simple and natural control scheme for young teens and our research to help achieve this goal. We took a look at ergonomics and popular controls across the genre. For more information … Continue reading

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The Combat Corner – Hero 2.0, Iterating on Player Abilities

Card Kingdom – Alpha version footage We recently updated our About page to feature gameplay footage from both our Alpha and Beta builds to show the progress that we’ve made. A lot of the feedback we’ve been getting from people … Continue reading

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Trails: Narrowing Down the Research

All graduate students in our program are required to research some topic in game development (or related field). It is suggested that this topic be something relatively new or a synthesis on existing topics, but the goal is to provide … Continue reading

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Designer Den: Control Scheme for a younger audience Part.1

Goal: Our goal is to create simple and natural control scheme for young teens using an Xbox360 controller. Research: To help us achieve this goal we took a look at ergonomics and popular controls across the genre. Before we get … Continue reading

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Data-driven Animation Machines

For this week, I explored making the animation machine design more user-friendly by making them data-driven! We already have a majority of our content being loaded via XML so I decided to extend the animation machines to do the same … Continue reading

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