Monthly Archives: April 2015

BGP Week Two: Style Guides

I spent this week animating new animations for Mokhtar, as well as making a style guide, and more concept art.
We realized that we had very little documentation of the actual art style, we all knew it was going to be stylized, with bright colors and an Arabic theme,  but the rest was only in my head and visible in the concept art, so I sat down to produce a style guide and some mood boards.

The style guide points out what […]

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Program: Graphics

BGP Week Two: Style Guides

I spent this week animating new animations for Mokhtar, as well as making a style guide, and more concept art.
We realized that we had very little documentation of the actual art style, we all knew it was going to be stylized, with bright colors and an Arabic theme,  but the rest was only in my head and visible in the concept art, so I sat down to produce a style guide and some mood boards.

The style guide points out what […]

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Program: Graphics

BGP Week One: Getting Started

Last week we started off with the big game project, and I’ll be back blogging about it. Were making an Arabic themed action adventure game, I won’t go into detail on what it’s about right now, but I’m sure I’ll write some about it later on.
The first week started off quite slowly, we hadn’t assembled the full group yet, and we were spend most of the time setting up the “office”, scrum documents and planning. We already had a bit of a head start, […]

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Program: Graphics

BGP Week One: Getting Started

Last week we started off with the big game project, and I’ll be back blogging about it. Were making an Arabic themed action adventure game, I won’t go into detail on what it’s about right now, but I’m sure I’ll write some about it later on.
The first week started off quite slowly, we hadn’t assembled the full group yet, and we were spend most of the time setting up the “office”, scrum documents and planning. We already had a bit of a head start, […]

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Program: Graphics

Snow Day Mayhem

Apologies for the lack of updates lately, things have been very busy! Our last project ended and now it’s time for Theme Park instead. Unfortunately, we weren’t able to finish our space shooter, Green Warden, because of the lack of manpower. But this doesn’t mean the project was a failure! I think we learned a lot of things in the process that we will be able to use during Theme Park.
So! My Theme Park group consists of me and two other […]

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Program: Graphics

Snow Day Mayhem

Apologies for the lack of updates lately, things have been very busy! Our last project ended and now it’s time for Theme Park instead. Unfortunately, we weren’t able to finish our space shooter, Green Warden, because of the lack of manpower. But this doesn’t mean the project was a failure! I think we learned a lot of things in the process that we will be able to use during Theme Park.
So! My Theme Park group consists of me and two other […]

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Program: Graphics

BGP Week 1 – the adventure begins

So, here we are, finally. The last course of my studies at GAME, “Big Game Project”, or BGP for short; during which me and 4 other aspiring game designers, artists and programmers, spend 7 weeks to develop a “vertical slice” of a game that could eventually turn into a complete, sellable product.
One week has passed since our concept, currently called “Exploring Wind”, got greenlit, and we started producing. We decided early on that we wanted to *start off* by crunching, […]

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Program: Graphics

BGP Week 1 – the adventure begins

So, here we are, finally. The last course of my studies at GAME, “Big Game Project”, or BGP for short; during which me and 4 other aspiring game designers, artists and programmers, spend 7 weeks to develop a “vertical slice” of a game that could eventually turn into a complete, sellable product.
One week has passed since our concept, currently called “Exploring Wind”, got greenlit, and we started producing. We decided early on that we wanted to *start off* by crunching, […]

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Program: Graphics

GodFire Forge – And the Project continues!

GODFIRE FORGETheme Park 2015
The second week of game development is over and I have been pretty busy drawing weapons and working on the game menu. In GodFire Forge the team decided on having three different types of weapons, axes, swords and spears. 
The “Rock, Paper, Scissors” mechanicWe were thinking of giving the enemies in our game, the giants, the same type of weapons as the player. The tactic for the player would be like the game “rock paper scissors”. the axe […]

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Program: Graphics

GodFire Forge – And the Project continues!

GODFIRE FORGETheme Park 2015
The second week of game development is over and I have been pretty busy drawing weapons and working on the game menu. In GodFire Forge the team decided on having three different types of weapons, axes, swords and spears. 
The “Rock, Paper, Scissors” mechanicWe were thinking of giving the enemies in our game, the giants, the same type of weapons as the player. The tactic for the player would be like the game “rock paper scissors”. the axe […]

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Program: Graphics

Tamarrion, post 2: Modeling and sculpting

This week I’ve been working on the model for our game’s boss, whose design process I documented in my previous post.

Earlier this week I worked on putting together a base mesh for our boss. Generally, basic low resolution models are created of your game characters early during development for use as a base for misc. animation and modeling work. Often a rig is created using this base mesh so that work on animations can be started before the model […]

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Program: Graphics

Tamarrion, post 2: Modeling and sculpting

This week I’ve been working on the model for our game’s boss, whose design process I documented in my previous post.

Earlier this week I worked on putting together a base mesh for our boss. Generally, basic low resolution models are created of your game characters early during development for use as a base for misc. animation and modeling work. Often a rig is created using this base mesh so that work on animations can be started before the model […]

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Program: Graphics

Big Game Project – Production Week 1

Source Control
Starting this new project up we needed to have a way to distribute the project between all the group members. The way we decided to handle the source control landed on using SVN.
The idea of source control is to enable multiple persons to work on the same project without risking to overwrite work created from the other members. The first attempt to get a working source control was with the use of Git. Git is a well known source […]

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Program: Programming

Big Game Project – Production Week 1

Source Control
Starting this new project up we needed to have a way to distribute the project between all the group members. The way we decided to handle the source control landed on using SVN.
The idea of source control is to enable multiple persons to work on the same project without risking to overwrite work created from the other members. The first attempt to get a working source control was with the use of Git. Git is a well known source […]

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Program: Programming

Big Game: Week 1

Hello. This was the first proper week of the Big Game course. I managed to get into Project Steel as a 3D artist / pseudo level designer. Project steel is going to be a racing game and act as a spiritual successor to the F-Zero games.
This week I have worked on a concept for one of the racing pods which will be in the game. I spent time researching on different techniques which can be used when creating a 3D […]

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Program: Graphics

Big Game: Week 1

Hello. This was the first proper week of the Big Game course. I managed to get into Project Steel as a 3D artist / pseudo level designer. Project steel is going to be a racing game and act as a spiritual successor to the F-Zero games.
This week I have worked on a concept for one of the racing pods which will be in the game. I spent time researching on different techniques which can be used when creating a 3D […]

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Program: Graphics

BGP#1 – A Good Start

Greetings!
Been some time since I posted something and I think it is now time to get this going as a weekly thing again.
Big Game Project is a course that started two weeks ago and has been going strong. I am in a team of seven (three coders, one designer and three artists) and I have the role of environment artist. My job is to create all the assets for the environment and give the game the right feel with the use of […]

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Program: Graphics

BGP#1 – A Good Start

Greetings!
Been some time since I posted something and I think it is now time to get this going as a weekly thing again.
Big Game Project is a course that started two weeks ago and has been going strong. I am in a team of seven (three coders, one designer and three artists) and I have the role of environment artist. My job is to create all the assets for the environment and give the game the right feel with the use of […]

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Program: Graphics

Big Game Project

I am in week 2 of the production of our game Naar. It is a roleplaying game set in an oriental fantasy world. You play as Mokhtar, a djinn who set out to defeat an evil demon Iblis. The main feature of the game is spell casting and combining spells to create new spells. In this production I took on the role as lead programmer, which means I have to overlook the programming, plan code structure and if necessary, delegate […]

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Program: Programming

Big Game Project

I am in week 2 of the production of our game Naar. It is a roleplaying game set in an oriental fantasy world. You play as Mokhtar, a djinn who set out to defeat an evil demon Iblis. The main feature of the game is spell casting and combining spells to create new spells. In this production I took on the role as lead programmer, which means I have to overlook the programming, plan code structure and if necessary, delegate […]

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Program: Programming

Target acquired

Lots of good progress with the lock-on system today. At it’s best i was able to lock the camera onto a flying orb and then swap the camera’s focus between it and another orb. However i had made the class used in the function a class named ‘Dummy’ and as such had to replace it with the class ‘Enemy’. This caused many of the references to the class to need reworking which took some time. Afterwards i realized i could […]

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Program: Programming

Target acquired

Lots of good progress with the lock-on system today. At it’s best i was able to lock the camera onto a flying orb and then swap the camera’s focus between it and another orb. However i had made the class used in the function a class named ‘Dummy’ and as such had to replace it with the class ‘Enemy’. This caused many of the references to the class to need reworking which took some time. Afterwards i realized i could […]

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Program: Programming

Week 1 – Tamarrion

Howdy! 
This is the first of many blog posts I’ll be making over the course of about two months
So we’ve started with a whole new exciting project, called Tamarrion. This game was conceptualized by myself and Camilla, during the winter. It’s a part of our Big Game Project course at the University of Uppsala.
(Here’s the Vertical Slice, a sort of a Concept Document that shows examples and base mechanics of a conceptualized game:
http://www.pdf-archive.com/2015/04/06/tamarrion-verticalslice/)

This is Tamarrion, a Paladin who’s […]

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Program: Programming

Week 1 – Tamarrion

Howdy! 
This is the first of many blog posts I’ll be making over the course of about two months
So we’ve started with a whole new exciting project, called Tamarrion. This game was conceptualized by myself and Camilla, during the winter. It’s a part of our Big Game Project course at the University of Uppsala.
(Here’s the Vertical Slice, a sort of a Concept Document that shows examples and base mechanics of a conceptualized game:
http://www.pdf-archive.com/2015/04/06/tamarrion-verticalslice/)

This is Tamarrion, a Paladin who’s […]

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Program: Programming