Monthly Archives: April 2015

Z-Brush

Yesterday I continued on the mesh of the main character in 3DS Max, at the end of the day I had reached the point that I was ready to take it into z-brush and have a go at it. I had blocked in all the armour pieces but decided to only export the body itself, leaving the armour for modeling separately at a later point so they are not in the way.
I managed to get far enough to export the […]

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Program: Graphics

Z-Brush

Yesterday I continued on the mesh of the main character in 3DS Max, at the end of the day I had reached the point that I was ready to take it into z-brush and have a go at it. I had blocked in all the armour pieces but decided to only export the body itself, leaving the armour for modeling separately at a later point so they are not in the way.
I managed to get far enough to export the […]

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Program: Graphics

A New Project

So I am renewing my blogging with some post these coming eight weeks on my experience as a AI programmer on Giraffic Art. This lovely bunch are my co-workers for a course named Big Game Project.
We are developing a game named Naar, an adventure plat former with a unique spell casting system and is set in a genie world.
My primary objectives during this project will be to design behavior trees for the two enemies in the game and the main […]

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Program: Programming

A New Project

So I am renewing my blogging with some post these coming eight weeks on my experience as a AI programmer on Giraffic Art. This lovely bunch are my co-workers for a course named Big Game Project.
We are developing a game named Naar, an adventure plat former with a unique spell casting system and is set in a genie world.
My primary objectives during this project will be to design behavior trees for the two enemies in the game and the main […]

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Program: Programming

New week

And it’s already almost over!
Thankfully we had a meeting on Monday afternoon where we discussed what needed to be done this week. We are now a full 3 programmers team which should help with the programming burden.
Yesterday both me and another programmer worked on a tutorial for Unreal’s inbuilt Behavior Tree functionality, he was originally set to be the AI programmer but i wanted to see how the system worked on my own. In the end I’m actually glad he […]

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Program: Programming

New week

And it’s already almost over!
Thankfully we had a meeting on Monday afternoon where we discussed what needed to be done this week. We are now a full 3 programmers team which should help with the programming burden.
Yesterday both me and another programmer worked on a tutorial for Unreal’s inbuilt Behavior Tree functionality, he was originally set to be the AI programmer but i wanted to see how the system worked on my own. In the end I’m actually glad he […]

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Program: Programming

BGP 2015 – Initial Post

Hello.
 
This is my initial post for Big Game Project (BGP). First order of business is to set up an individual Blog and start working on a first playable.
I am part of the team for Project Steel, a racing game project.
My role in the project is AI programming, though development for AI won’t start until we have our first playable. Until then I am a general programmer.
I will be posting updates on my progress at least once each week.

April 07, 2015 / Comments Off on BGP 2015 – Initial Post
Program: Programming

BGP 2015 – Initial Post

Hello.
 
This is my initial post for Big Game Project (BGP). First order of business is to set up an individual Blog and start working on a first playable.
I am part of the team for Project Steel, a racing game project.
My role in the project is AI programming, though development for AI won’t start until we have our first playable. Until then I am a general programmer.
I will be posting updates on my progress at least once each week.

April 07, 2015 / Comments Off on BGP 2015 – Initial Post
Program: Programming

Base Mesh

As I finished the turnaround for our main character last week and did a quick colouring during the weekend it was time to start working on the base mesh. It was originally supposed to be due today, but I rearranged the schedule slightly to accommodate for the increased time spent on the concept art. I did manage to get quite far though, and might get it done tomorrow if everything goes well. Today was quite laid back and the offices […]

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Program: Graphics

Base Mesh

As I finished the turnaround for our main character last week and did a quick colouring during the weekend it was time to start working on the base mesh. It was originally supposed to be due today, but I rearranged the schedule slightly to accommodate for the increased time spent on the concept art. I did manage to get quite far though, and might get it done tomorrow if everything goes well. Today was quite laid back and the offices […]

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Program: Graphics

Week 1

The first week of production has now come to an end. Some of us met up for a voluntary day of casual work in the office, because of it being a holiday it was very relaxed and we had a few visitors come by to hang out and look at what we are doing.
Although it could still do with some additional cleaning I finished the turnaround of the main character today. Mostly I have just cleaned up the lines a […]

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Program: Graphics

Week 1

The first week of production has now come to an end. Some of us met up for a voluntary day of casual work in the office, because of it being a holiday it was very relaxed and we had a few visitors come by to hang out and look at what we are doing.
Although it could still do with some additional cleaning I finished the turnaround of the main character today. Mostly I have just cleaned up the lines a […]

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Program: Graphics

Tamarrion, post 1: Boss Designing

For the Big Game course, I’m on the team working on the game Tamarrion, which we’ll be displaying at GGC in late May. I will be posting at least one blog post per week showing what I’ve personally been working on for this project.

We’re aiming towards having one boss available at the GGC demo. Originally, Camilla and Måns had planned to model this boss for their 3DIII group assignment, but they were displeased with their final result and wanted […]

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Program: Graphics

Tamarrion, post 1: Boss Designing

For the Big Game course, I’m on the team working on the game Tamarrion, which we’ll be displaying at GGC in late May. I will be posting at least one blog post per week showing what I’ve personally been working on for this project.

We’re aiming towards having one boss available at the GGC demo. Originally, Camilla and Måns had planned to model this boss for their 3DIII group assignment, but they were displeased with their final result and wanted […]

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Program: Graphics

3DIII – Linkle

I haven’t been required to make any blog posts for classes lately, but I thought I’d make a post for the character I modeled and animated for the 3DIII course, together with Anita Stenholm.

This character is based on a concept art made for a potential female version of the player character Link from The Legend of Zelda: Hyrule Warriors.
We chose the design above to adapt, and I drew a turnaround with an adjusted design, as well as […]

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Program: Graphics

3DIII – Linkle

I haven’t been required to make any blog posts for classes lately, but I thought I’d make a post for the character I modeled and animated for the 3DIII course, together with Anita Stenholm.

This character is based on a concept art made for a potential female version of the player character Link from The Legend of Zelda: Hyrule Warriors.
We chose the design above to adapt, and I drew a turnaround with an adjusted design, as well as […]

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Program: Graphics

Spaghetti Harakat


Today I worked on the game’s Harakat (Arabic for ‘movement’) mode and the HUD for the prototype. As it turns out, the Unreal engine has excellent functionality for creating both of these. We’re creating a slow-motion effect by running a console command when both sticks on the gamepad are pressed at the same time. There is a health meter and a harakat meter which responds to the current player values, the harakat value is used to determine if the […]

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Program: Programming

Spaghetti Harakat


Today I worked on the game’s Harakat (Arabic for ‘movement’) mode and the HUD for the prototype. As it turns out, the Unreal engine has excellent functionality for creating both of these. We’re creating a slow-motion effect by running a console command when both sticks on the gamepad are pressed at the same time. There is a health meter and a harakat meter which responds to the current player values, the harakat value is used to determine if the […]

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Program: Programming

Game Development Course Finished

Hi everyone!
It is now a week since the Game Development course ended with the result of a half finished kind of buggy game that at least got finished on the deadline. The development process can be followed in the previous posts on this blog.

New course: Introduction to game development
Game development process week 4
Game development process week 5
April 02, 2015 / Comments Off on Game Development Course Finished

Program: Graphics

Game Development Course Finished

Hi everyone!
It is now a week since the Game Development course ended with the result of a half finished kind of buggy game that at least got finished on the deadline. The development process can be followed in the previous posts on this blog.

New course: Introduction to game development
Game development process week 4
Game development process week 5
April 02, 2015 / Comments Off on Game Development Course Finished

Program: Graphics