Monthly Archives: September 2014

Crates of the Third Dimension

For our lates 3D assignment we’ve been tasked with modelling crates with different themes.


Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.

Fallout […]

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Program: Graphics

Crates of the Third Dimension

For our lates 3D assignment we’ve been tasked with modelling crates with different themes.


Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.

Fallout […]

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Program: Graphics

Second week.

The majority of this week have been mainly focused on the principles of MDA (Mechanics, Dynamics and Aesthetics). What I gained from this was a whole new way of analysing games and a wider knowlage of what defines the “fun” in games.
In games, “fun” is not a term that should be used. There are many different types of aesthetics that define if and what makes you sense the thill in a game and what keeps you to continue playing. Myself […]

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Program: Graphics

Second week.

The majority of this week have been mainly focused on the principles of MDA (Mechanics, Dynamics and Aesthetics). What I gained from this was a whole new way of analysing games and a wider knowlage of what defines the “fun” in games.
In games, “fun” is not a term that should be used. There are many different types of aesthetics that define if and what makes you sense the thill in a game and what keeps you to continue playing. Myself […]

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Program: Graphics

Crates of the Third Dimension

For our lates 3D assignment we’ve been tasked with modelling crates with different themes.


Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.

Fallout […]

/ Comments Off on Crates of the Third Dimension
Program: Graphics

Crates of the Third Dimension

For our lates 3D assignment we’ve been tasked with modelling crates with different themes.


Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.

Fallout […]

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Program: Graphics

Test

Test

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Program: Programming

Test

Test

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Program: Programming

Test

Test

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Program: Programming

Test

Test

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Program: Programming

Genius is effort

”Be better”
That is the mantra of our chief lecturer, the esteemed Mr. Adam Mayes. And indeed, isn’t that the very essence of being a human being, to strive towards bettering ourselves in any way we can?
Being a better game designer is about being professional and keeping a player-centric mindset all throughout the design process. To have a vision, daring to be unique, never compromise on quality and above all always keeping these elements grounded in the players experience.
All my life […]

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Program: Graphics

Genius is effort

”Be better”
That is the mantra of our chief lecturer, the esteemed Mr. Adam Mayes. And indeed, isn’t that the very essence of being a human being, to strive towards bettering ourselves in any way we can?
Being a better game designer is about being professional and keeping a player-centric mindset all throughout the design process. To have a vision, daring to be unique, never compromise on quality and above all always keeping these elements grounded in the players experience.
All my life […]

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Program: Graphics

An introduction

My name is Matilda and the past two weeks seemed to just fly by. So many new, lovely people, so many new places to see and so many new assignments. Game Design and Graphics at Uppsala University Campus Gotland: a good choice for me as I see it.
I will be updating this blog with everything I find especially interesting about the program or what I have learned from it over the week.
Stay creative,
Matilda

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Program: Graphics

An introduction

My name is Matilda and the past two weeks seemed to just fly by. So many new, lovely people, so many new places to see and so many new assignments. Game Design and Graphics at Uppsala University Campus Gotland: a good choice for me as I see it.
I will be updating this blog with everything I find especially interesting about the program or what I have learned from it over the week.
Stay creative,
Matilda

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Program: Graphics

An introduction

My name is Matilda and the past two weeks seemed to just fly by. So many new, lovely people, so many new places to see and so many new assignments. Game Design and Graphics at Uppsala University Campus Gotland: a good choice for me as I see it.
I will be updating this blog with everything I find especially interesting about the program or what I have learned from it over the week.
Stay creative,
Matilda

/ Comments Off on An introduction
Program: Graphics

An introduction

My name is Matilda and the past two weeks seemed to just fly by. So many new, lovely people, so many new places to see and so many new assignments. Game Design and Graphics at Uppsala University Campus Gotland: a good choice for me as I see it.
I will be updating this blog with everything I find especially interesting about the program or what I have learned from it over the week.
Stay creative,
Matilda

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Program: Graphics

Board Game Analysis: “Drakborgen” (Dungeonquest)

Introduction

‘Drakborgen’ is a two to four player board game were each player controls a character of choice, navigating through a maze. The goal is to scavenge for loot while avoiding traps, fighting monsters and possibly also other players (depending on which rules you play with). Ultimately, the players must try to escape the castle with the highest gold worth of treasure before the time runs out.
The game board consists of  9 x 9 square tiles. Each tile have two hidden cards (except the four far corner […]

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Program: Graphics

Board Game Analysis: “Drakborgen” (Dungeonquest)

Introduction

‘Drakborgen’ is a two to four player board game were each player controls a character of choice, navigating through a maze. The goal is to scavenge for loot while avoiding traps, fighting monsters and possibly also other players (depending on which rules you play with). Ultimately, the players must try to escape the castle with the highest gold worth of treasure before the time runs out.
The game board consists of  9 x 9 square tiles. Each tile have two hidden cards (except the four far corner […]

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Program: Graphics

Board Game Analysis: Battlestar Galactica the Board Game

Like worrying about the past and the receding hairlines of today, the time to get back to blogging is long overdue.
In this wholesome and decidedly un-spoilerly blog post we’ll be having the pleasure of analysing Battlestar Galactica: the Board Game. What joy!
The best of the beast:
As a starter, one must say, without any doubt whatsoever that the build-up is the best part of BSGtBG. The journey, rather than the destination, is the most sublime, entertaining and thought-provoking part of this […]

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Program: Graphics

Board Game Analysis: Battlestar Galactica the Board Game

Like worrying about the past and the receding hairlines of today, the time to get back to blogging is long overdue.
In this wholesome and decidedly un-spoilerly blog post we’ll be having the pleasure of analysing Battlestar Galactica: the Board Game. What joy!
The best of the beast:
As a starter, one must say, without any doubt whatsoever that the build-up is the best part of BSGtBG. The journey, rather than the destination, is the most sublime, entertaining and thought-provoking part of this […]

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Program: Graphics

Game System Analysis – Drakborgen


The box of the game, the title roughly translates to “Dragoncastle”. This is the swedish remastered version and the english version is called Dungeonquest.

Drakborgen is a fantasy themed strategy game where the goal is to gather treasures that has the most worth and then escape the castle alive. Two to four players enter the castle, but between the play sessions that I’ve had, only one or two players made it out alive.

Core Mechanics


There are multiple smaller systems which […]

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Program: Programming

Game System Analysis – Drakborgen


The box of the game, the title roughly translates to “Dragoncastle”. This is the swedish remastered version and the english version is called Dungeonquest.

Drakborgen is a fantasy themed strategy game where the goal is to gather treasures that has the most worth and then escape the castle alive. Two to four players enter the castle, but between the play sessions that I’ve had, only one or two players made it out alive.

Core Mechanics


There are multiple smaller systems which […]

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Program: Programming

Board game analysis

Munchkins analysis

The following is an analysis of the tabletop/board game Munchkins – Pathfinder edition.

Rules and background
Munchkin is a tabletop card game that’s supposed to be played with several people of pretty much any age. The word munchkin is derived from the world of tabletop roleplaying games and means something along the lines of:

A player, who plays a normally co-operative game in an extremely aggressive manner to amass the most power, gold and monster kills no matter how repulsive or […]

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Program: Programming

Board game analysis

Munchkins analysis

The following is an analysis of the tabletop/board game Munchkins – Pathfinder edition.

Rules and background
Munchkin is a tabletop card game that’s supposed to be played with several people of pretty much any age. The word munchkin is derived from the world of tabletop roleplaying games and means something along the lines of:

A player, who plays a normally co-operative game in an extremely aggressive manner to amass the most power, gold and monster kills no matter how repulsive or […]

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Program: Programming