Yearly Archives: 2015

Tamarrion, post 5

This week I finished our boss’s lowpoly model, which will be the mesh actually visible in the game, and the group also spent some time in the motion capture studio on Wednesday to record movements for our characters.
As I showed in my previous post, I finished up the lowpoly for the boss’s body last week. This week I spent some time doing the same with the armor part of his model, and the final polycount for the […]

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Program: Graphics

Tamarrion, post 5

This week I finished our boss’s lowpoly model, which will be the mesh actually visible in the game, and the group also spent some time in the motion capture studio on Wednesday to record movements for our characters.
As I showed in my previous post, I finished up the lowpoly for the boss’s body last week. This week I spent some time doing the same with the armor part of his model, and the final polycount for the […]

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Program: Graphics

Scrap Pirates – Ranting about Physics

I think it is time for a status update on what I am working on.
 
I have had two bigger problems thus far in this project. The first one is about our physic. It was apparent early that Unity’s own 2D physic did not work so well for us. Because of how we want the magnetism to work and that things in the environment should be able to knock you around a bit, we could not just set the players and […]

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Program: Programming

Scrap Pirates – Ranting about Physics

I think it is time for a status update on what I am working on.
 
I have had two bigger problems thus far in this project. The first one is about our physic. It was apparent early that Unity’s own 2D physic did not work so well for us. Because of how we want the magnetism to work and that things in the environment should be able to knock you around a bit, we could not just set the players and […]

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Program: Programming

BGP – TwinShift – Alpha and Improved Camera

This week we have seen the most progress out of any week since we’ve started. Things finally works well enough for us to have a reason to merge our projects since since we no longer will be hindered by other things. I’ve mainly worked on the camera again this week and it feels great to say that it starts to look really good.
One of the biggest flaws that my camera had last weeks was that I used Unitys LookAt method […]

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Program: Programming

BGP – TwinShift – Alpha and Improved Camera

This week we have seen the most progress out of any week since we’ve started. Things finally works well enough for us to have a reason to merge our projects since since we no longer will be hindered by other things. I’ve mainly worked on the camera again this week and it feels great to say that it starts to look really good.
One of the biggest flaws that my camera had last weeks was that I used Unitys LookAt method […]

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Program: Programming

BGP#4 – A New Page

Greetings!
Title screens, some games do this very well, while other can make it an abomination to look at. This week I was tasked with the creation of a 3D model of a Book that will be used for our title screen. It will probably be worked on even more but for now it does what it was made to do.
Here is the Low Poly of the book

And here’s an extremely shitty GIF of the book animation, I do apologize. But […]

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Program: Graphics

BGP#4 – A New Page

Greetings!
Title screens, some games do this very well, while other can make it an abomination to look at. This week I was tasked with the creation of a 3D model of a Book that will be used for our title screen. It will probably be worked on even more but for now it does what it was made to do.
Here is the Low Poly of the book

And here’s an extremely shitty GIF of the book animation, I do apologize. But […]

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Program: Graphics

Second update of “Big Game Project”

Recap
Since the last post I have still been working a lot with the animations and polish on that area. for example we found out that unreal does not blend very well on it’s own between walk, attacks and idle, so the end of the attack sequences were a bit abrupt, I had falsely assumed that unreal would interpolate nicely between poses. So to get the transition just right I went back to motionbuilder and added transitional key frames to the […]

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Program: Graphics

Second update of “Big Game Project”

Recap
Since the last post I have still been working a lot with the animations and polish on that area. for example we found out that unreal does not blend very well on it’s own between walk, attacks and idle, so the end of the attack sequences were a bit abrupt, I had falsely assumed that unreal would interpolate nicely between poses. So to get the transition just right I went back to motionbuilder and added transitional key frames to the […]

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Program: Graphics

BGP – Low-Poly, Baking and Textures

Hello!!
This week has been about low poly modelling, baking and texturing the first vehicle. And this is the final result! Weho!

These screenshots are taken in our Unity project, whit shaders done by our technical artist Valdemar. So this is basically how the car will look later on in the game. I might do some small changes on the textures or other small things but it is practically done. Making it took a little bit too […]

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Program: Graphics

BGP – Low-Poly, Baking and Textures

Hello!!
This week has been about low poly modelling, baking and texturing the first vehicle. And this is the final result! Weho!

These screenshots are taken in our Unity project, whit shaders done by our technical artist Valdemar. So this is basically how the car will look later on in the game. I might do some small changes on the textures or other small things but it is practically done. Making it took a little bit too […]

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Program: Graphics

Week 3 of Big Game Project – The Track

For the third week of production for Big Game Project we have made a lot of progress. The results of our past work has finally been starting to surface. We have an enjoyable and playable version of the game now that runs smoothly. Everything isn’t there yet but we’re making good progress.

This week I’ve mainly worked on generating the tracks for the game. At first we planned to have a spline system in Unity to generate our mesh from but […]

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Program: Graphics

Week 3 of Big Game Project – The Track

For the third week of production for Big Game Project we have made a lot of progress. The results of our past work has finally been starting to surface. We have an enjoyable and playable version of the game now that runs smoothly. Everything isn’t there yet but we’re making good progress.

This week I’ve mainly worked on generating the tracks for the game. At first we planned to have a spline system in Unity to generate our mesh from but […]

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Program: Graphics

Scrap Pirates – Week 5

Greetings!
I hope the red day of May 1st is a good one. Myself, I’m sitting in school, painting rust!
This week I have made the top extension backgrounds and keep my fingers crossed that I now am finished with the background tiles. I have now started making decals to place on the walls to create some more variation and life i the background. I managed to figure out how to animate my fan/turbine asset and am now studying dirt, rust and […]

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Program: Graphics

Scrap Pirates – Week 5

Greetings!
I hope the red day of May 1st is a good one. Myself, I’m sitting in school, painting rust!
This week I have made the top extension backgrounds and keep my fingers crossed that I now am finished with the background tiles. I have now started making decals to place on the walls to create some more variation and life i the background. I managed to figure out how to animate my fan/turbine asset and am now studying dirt, rust and […]

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Program: Graphics

BGP – Week 3 – New Character

During the first weeks, since we didn’t want to use Unreals standard blue character but wanted to get the feel in rather quickly, we used a character I had previously made for class. With Alpha coming up however, it was time to switch it out for the actual character, which, obviously, meant creating it. Me and our Creative Director (Alex Untoro), sat down and had a thorough discussion on exactly how we wanted this character to look. Probably the biggest, […]

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Program: Graphics

BGP – Week 3 – New Character

During the first weeks, since we didn’t want to use Unreals standard blue character but wanted to get the feel in rather quickly, we used a character I had previously made for class. With Alpha coming up however, it was time to switch it out for the actual character, which, obviously, meant creating it. Me and our Creative Director (Alex Untoro), sat down and had a thorough discussion on exactly how we wanted this character to look. Probably the biggest, […]

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Program: Graphics

Atmosphere in Warpers – Big Game Project

In order to create the sense of depth in the space levels of the game “MSSP”, a parallax effect is used. This way the planets and/or celestial bodies that are closer to the camera seem to move faster than the distant ones. The movements of planets and stars seem more natural and interesting compared to if they were to all move at the same speed.

The level set up for the blue/green theme of MSSP
However, the parallax effect was not […]

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Program: Graphics

Atmosphere in Warpers – Big Game Project

In order to create the sense of depth in the space levels of the game “MSSP”, a parallax effect is used. This way the planets and/or celestial bodies that are closer to the camera seem to move faster than the distant ones. The movements of planets and stars seem more natural and interesting compared to if they were to all move at the same speed.

The level set up for the blue/green theme of MSSP
However, the parallax effect was not […]

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Program: Graphics

Theme Park: Alpha Week – Seal the deal

Hi again!
Since the last update our game has gone through a re-haul to a battle arena type of game where penguin mothers will try to snatch the last penguin baby and hold on to it for as long as they can, while avoiding various traps and obstacles! To match the new direction, our input was changed to trackballs.
Tomorrow is alpha and we are feeling the heat but considering the major change that was made last Friday it’s better than it […]

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Program: Graphics

Theme Park: Alpha Week – Seal the deal

Hi again!
Since the last update our game has gone through a re-haul to a battle arena type of game where penguin mothers will try to snatch the last penguin baby and hold on to it for as long as they can, while avoiding various traps and obstacles! To match the new direction, our input was changed to trackballs.
Tomorrow is alpha and we are feeling the heat but considering the major change that was made last Friday it’s better than it […]

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Program: Graphics

Past Alpha

As of today we are past the Alpha, at moment of  writing we haven’t technically been approved but our showing worked well enough even though the combinations of spells within Harakat didn’t get shown. But i get ahead of myself. The last two days have been filled with small fixes and putting together an alpha-worthy version. Other than a bunch of small fixes and tweaks i have been setting up a system for being able to add a number of […]

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Program: Programming

Past Alpha

As of today we are past the Alpha, at moment of  writing we haven’t technically been approved but our showing worked well enough even though the combinations of spells within Harakat didn’t get shown. But i get ahead of myself. The last two days have been filled with small fixes and putting together an alpha-worthy version. Other than a bunch of small fixes and tweaks i have been setting up a system for being able to add a number of […]

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Program: Programming