Monthly Archives: February 2015

Day of the Piñata Week 6

Yet again another week on our Project of Day of the Piñata. We are moving steadily forward to an unknown future. This week I am working on the Piñata’s melee attack animation as well as their idle animations. What I will present to you is the Large piñata’s idle animation. Here it is in a poor quality gif!

The large Piñata differ from the small Piñata in color and design. It is because in our team we […]

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Program: Graphics

Day of the Piñata Week 6

Yet again another week on our Project of Day of the Piñata. We are moving steadily forward to an unknown future. This week I am working on the Piñata’s melee attack animation as well as their idle animations. What I will present to you is the Large piñata’s idle animation. Here it is in a poor quality gif!

The large Piñata differ from the small Piñata in color and design. It is because in our team we […]

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Program: Graphics

Green Warden: Week 6 – Iterating dryad animations

This is the first week after the ALPHA presentation! I have to say, I am impressed with what every group has so far. I think everyone is doing great work and I also think people need to remind themselves this is the very first game we have made. That is pretty amazing!
Before the ALPHA I had made the first versions of all the animations needed for the player character, the dryad. We got some feedback during the presentation and now […]

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Program: Graphics

Green Warden: Week 6 – Iterating dryad animations

This is the first week after the ALPHA presentation! I have to say, I am impressed with what every group has so far. I think everyone is doing great work and I also think people need to remind themselves this is the very first game we have made. That is pretty amazing!
Before the ALPHA I had made the first versions of all the animations needed for the player character, the dryad. We got some feedback during the presentation and now […]

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Program: Graphics

Unifying art assets and art direction.

Hello, it’s this time of the week again!
So last week we covered redesigning a fundamental flaw in the movement system, it is yet to be implemented but hopefully we will be able to tackle it soon. Great feedback was received from the comments as well and we will have to see how it will work out in the end… Hopefully, it will turn out great!
This week, I said I was going to be covering the subject of achieving a consistent […]

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Program: Graphics

Unifying art assets and art direction.

Hello, it’s this time of the week again!
So last week we covered redesigning a fundamental flaw in the movement system, it is yet to be implemented but hopefully we will be able to tackle it soon. Great feedback was received from the comments as well and we will have to see how it will work out in the end… Hopefully, it will turn out great!
This week, I said I was going to be covering the subject of achieving a consistent […]

/ Comments Off on Unifying art assets and art direction.
Program: Graphics

Game Development Process Week 5

Here we go again with a new post about the development process of Team 8:s game: Last Signal.
This week I am working on creating the whole level of our game. The story of the game plays out in a spaceship and the way we have designed the game we only have one level that you have to get through. But hopefully that level is big enough that it gives the player a satisfactory playtime.
We have gone through some different ways […]

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Program: Graphics

Game Development Process Week 5

Here we go again with a new post about the development process of Team 8:s game: Last Signal.
This week I am working on creating the whole level of our game. The story of the game plays out in a spaceship and the way we have designed the game we only have one level that you have to get through. But hopefully that level is big enough that it gives the player a satisfactory playtime.
We have gone through some different ways […]

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Program: Graphics

Powerups and powerdowns

Before the beta is due we need to make sure that all of our in game features are implemented. At the moment we only have some of those features. Our character can throw glow sticks to light up the path around him and he can use one powerup. The powerup is used to hide from the bad guy(Otto). The powerup is a bear rug which you can pick up, and if you turn it in with the other valuables, it […]

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Program: Graphics

Powerups and powerdowns

Before the beta is due we need to make sure that all of our in game features are implemented. At the moment we only have some of those features. Our character can throw glow sticks to light up the path around him and he can use one powerup. The powerup is used to hide from the bad guy(Otto). The powerup is a bear rug which you can pick up, and if you turn it in with the other valuables, it […]

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Program: Graphics

Lincoln Ranger 3D model

A couple of weeks ago, as an assignment of the 3D2 course, we had to model a high poly and a low poly version of either a generator (which I chose to do) and a telephonebooth. After finishing modeling we had to bake maps from the high poly model to the lowpoly model and later put it into an enviroment which should be properly lighted. Below is what I created for this assignment.
Model in 3Dsmax with trangle count and poly count.

February 24, 2015 / Comments Off on Lincoln Ranger 3D model
Program: Graphics

Lincoln Ranger 3D model

A couple of weeks ago, as an assignment of the 3D2 course, we had to model a high poly and a low poly version of either a generator (which I chose to do) and a telephonebooth. After finishing modeling we had to bake maps from the high poly model to the lowpoly model and later put it into an enviroment which should be properly lighted. Below is what I created for this assignment.
Model in 3Dsmax with trangle count and poly count.

February 24, 2015 / Comments Off on Lincoln Ranger 3D model
Program: Graphics

Space Shooter – Second blogpost

This week there’s no much for me to say. I’ve been sick so I got nothing done with my personal work.
Other than that all teams had their Alpha presentation this Friday. It was really fun to see what all the other teams had created.

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Program: Programming

Space Shooter – Second blogpost

This week there’s no much for me to say. I’ve been sick so I got nothing done with my personal work.
Other than that all teams had their Alpha presentation this Friday. It was really fun to see what all the other teams had created.

/ Comments Off on Space Shooter – Second blogpost
Program: Programming

Spelutveckling – introduction – Projekt arbetet / vecka 5

Förra veckan jobbade jag med att animera vattnet i bakgrunden till spelet vi jobbar på. Detta för att försöka få in mer liv i spelet och få det att kännas mindre platt.
Här är en bild på hur vattnet såg ut innan jag började jobba på det:
Ointressant och väldigt tråkig, men den har fyllt sin funktion som platshållarbild fram tills nu
.
Efter lite effekter på vattnet, lugnat ned vågorna, ritat dit några snäckor och lagt på sandkorn känner jag att […]

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Program: Graphics

Spelutveckling – introduction – Projekt arbetet / vecka 5

Förra veckan jobbade jag med att animera vattnet i bakgrunden till spelet vi jobbar på. Detta för att försöka få in mer liv i spelet och få det att kännas mindre platt.
Här är en bild på hur vattnet såg ut innan jag började jobba på det:
Ointressant och väldigt tråkig, men den har fyllt sin funktion som platshållarbild fram tills nu
.
Efter lite effekter på vattnet, lugnat ned vågorna, ritat dit några snäckor och lagt på sandkorn känner jag att […]

/ Comments Off on Spelutveckling – introduction – Projekt arbetet / vecka 5
Program: Graphics

Items – The important stuff


Lovely image of the monsters heading for the beach and the magician thinking up three items to summon.

Magic writer is a game concept me and a group of other people are developing.
In this you play as a magician that has a holiday on a tropical beach. Unfortunately he is interrupted by monster invading the beach. Ah no holiday this time.
The magician is skilled in summoning magic. So he uses this to summon objects and throwing them with magic on […]

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Program: Programming

Items – The important stuff


Lovely image of the monsters heading for the beach and the magician thinking up three items to summon.

Magic writer is a game concept me and a group of other people are developing.
In this you play as a magician that has a holiday on a tropical beach. Unfortunately he is interrupted by monster invading the beach. Ah no holiday this time.
The magician is skilled in summoning magic. So he uses this to summon objects and throwing them with magic on […]

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Program: Programming

Dev log II

Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Jag har tyvärr tråkiga nyheter angående vår grafik till spelet… Eftersom vi grafiker blev lovade isometrisk utförande av spelet så har vi arbetat efter dessa premisser. […]

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Program: Graphics

Dev log II

Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Jag har tyvärr tråkiga nyheter angående vår grafik till spelet… Eftersom vi grafiker blev lovade isometrisk utförande av spelet så har vi arbetat efter dessa premisser. […]

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Program: Graphics

Concept art week 5, Oishi turnaround

In the beginning of the course we got to make a case study about a samurai named Oishi. The following weeks has been about making a key shot from the story and now character concepts. Last week was about drawing Oishi in two different styles.

This week was about choosing one of these styles and make a turnaround. I chose the Marvel styled one since the other style was too simple.

It was close to not making the deadline since […]

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Program: Graphics

Concept art week 5, Oishi turnaround

In the beginning of the course we got to make a case study about a samurai named Oishi. The following weeks has been about making a key shot from the story and now character concepts. Last week was about drawing Oishi in two different styles.

This week was about choosing one of these styles and make a turnaround. I chose the Marvel styled one since the other style was too simple.

It was close to not making the deadline since […]

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Program: Graphics

Game dev: Mole animations (Group 13)

Hi!
This week, except for programming I have worked on animating the main character in Mole Munch; a mole. Initially I felt pretty intimidated by the task, as I had never animated any animals and especially not a mole before. In addition to that, Mole Munch is an isometric game. As a result, I must animate the mole with the camera at a 45 degree angle.

Like this! 

First things first though. How do moles walk? I began my week by doing some […]

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Program: Graphics

Game dev: Mole animations (Group 13)

Hi!
This week, except for programming I have worked on animating the main character in Mole Munch; a mole. Initially I felt pretty intimidated by the task, as I had never animated any animals and especially not a mole before. In addition to that, Mole Munch is an isometric game. As a result, I must animate the mole with the camera at a 45 degree angle.

Like this! 

First things first though. How do moles walk? I began my week by doing some […]

/ Comments Off on Game dev: Mole animations (Group 13)
Program: Graphics