Yearly Archives: 2015

Big Game Project: Week Three

For the third week of production my work has been on mainly assisting the art department with constructing the environment of our first map to go along with the level for GGC. It was decided that a 3D Skybox would be most suitable to provide an optimised visualization for the world surrounding the course.

Inspiration was mostly taken from its name – Spectre – along with mood board artwork to get a broad sense of what tone and feel the map […]

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Program: Graphics

Big Game Project: Week Three

For the third week of production my work has been on mainly assisting the art department with constructing the environment of our first map to go along with the level for GGC. It was decided that a 3D Skybox would be most suitable to provide an optimised visualization for the world surrounding the course.

Inspiration was mostly taken from its name – Spectre – along with mood board artwork to get a broad sense of what tone and feel the map […]

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Program: Graphics

Big Game Project; Week 4

For this week I planned a Pre-Alpha for our group in order to help us stay ahead of schedule. And for the alpha until the final stage we need to have our main features implemented.
The features that need to ready for this week, which also are our priorities for the whole game and our goal for GGC are:

Gesture magic, you move the analog controllers in a pattern to conjure magical spells.
Combining magic: After casting a spell onto the field which has a […]

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Program: Programming

Big Game Project; Week 4

For this week I planned a Pre-Alpha for our group in order to help us stay ahead of schedule. And for the alpha until the final stage we need to have our main features implemented.
The features that need to ready for this week, which also are our priorities for the whole game and our goal for GGC are:

Gesture magic, you move the analog controllers in a pattern to conjure magical spells.
Combining magic: After casting a spell onto the field which has a […]

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Program: Programming

BGP – Scrap Pirates – Week 4

This will be just a short update. I’ve been working on linearting, colouring and shading the run cycle of the player character, which took far longer than I’d hoped. The lineart and flat colours are done though, and I hope to be able to finish the shading soon, though I suspect that it’s going to take longer than I’d like it to. Due to a bit of sickness and accidentally cutting my own thumb I didn’t get as much work […]

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Program: Graphics

BGP – Scrap Pirates – Week 4

This will be just a short update. I’ve been working on linearting, colouring and shading the run cycle of the player character, which took far longer than I’d hoped. The lineart and flat colours are done though, and I hope to be able to finish the shading soon, though I suspect that it’s going to take longer than I’d like it to. Due to a bit of sickness and accidentally cutting my own thumb I didn’t get as much work […]

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Program: Graphics

Week 4 – Tamarrion – Spells and balance!

http://i.imgur.com/pTkObcx.webm
Physics – archenemy of Tamarrion
This week has been all about working on the boss fight and the player spells.
What we’re trying to do, is to give the player a wide range of customization, both in itemization and spell variety.
After we introduced the God Power system, we started looking at combinations of spellsitemsgod powers, in an effort to create as many interesting “builds” as possible. The main thing we are looking at doing is removing the need for a cookie-cutter […]

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Program: Programming

Week 4 – Tamarrion – Spells and balance!

http://i.imgur.com/pTkObcx.webm
Physics – archenemy of Tamarrion
This week has been all about working on the boss fight and the player spells.
What we’re trying to do, is to give the player a wide range of customization, both in itemization and spell variety.
After we introduced the God Power system, we started looking at combinations of spellsitemsgod powers, in an effort to create as many interesting “builds” as possible. The main thing we are looking at doing is removing the need for a cookie-cutter […]

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Program: Programming

BGP (Scrap Pirates) – Week 4

During this week the team mainly worked on polishing the game for the open playtesting session that was this Friday, but we also made an important decision regarding the project.
The game production has been going well and we had a good base for the game to present this week, but we began to realize that our plans on creating more levels with unique graphics and environments were unrealistic. We have gotten a better sense of how long time it takes […]

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Program: Graphics

BGP (Scrap Pirates) – Week 4

During this week the team mainly worked on polishing the game for the open playtesting session that was this Friday, but we also made an important decision regarding the project.
The game production has been going well and we had a good base for the game to present this week, but we began to realize that our plans on creating more levels with unique graphics and environments were unrealistic. We have gotten a better sense of how long time it takes […]

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Program: Graphics

Warpers – Depth with Parallaxes


I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.

We’re now four weeks into the production of the game Warpers, and the basic systems are more or less implemented and this time I’ll write a little about how the composition of the objects in […]

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Program: Programming

Warpers – Depth with Parallaxes


I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.

We’re now four weeks into the production of the game Warpers, and the basic systems are more or less implemented and this time I’ll write a little about how the composition of the objects in […]

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Program: Programming

Spirit Boom, more houses.

Here are some videos and pictures showing my progress this week.

This is a zoomed out view of the village you start the game in. Still a work in progress.

A close up of the well.

And the shaman’s hut fire animation.

 

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Program: Graphics

Spirit Boom, more houses.

Here are some videos and pictures showing my progress this week.

This is a zoomed out view of the village you start the game in. Still a work in progress.

A close up of the well.

And the shaman’s hut fire animation.

 

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Program: Graphics

Pre Alpha week (w4)

This week was the last week before the alpha should be ready. The main focus of the week from my side was making a small test level to be played at the open game testing that was held on Friday. This involved plenty of play testing, remodelling of the level, and discussions with the other team members on what we needed to make the level work.
Many art assets were implemented during the week such as buttons, inactive and active boxes as […]

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Program: Graphics

Pre Alpha week (w4)

This week was the last week before the alpha should be ready. The main focus of the week from my side was making a small test level to be played at the open game testing that was held on Friday. This involved plenty of play testing, remodelling of the level, and discussions with the other team members on what we needed to make the level work.
Many art assets were implemented during the week such as buttons, inactive and active boxes as […]

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Program: Graphics

Big Game Project – Week 4 – Building the Level

The Fourth week of BGB has come to an end this post covers what I have been doing during the last week. So this week I have started to build the level.
I use the unreal blueprints to create different segments of the walls by combining the rock meshes, so far I have two different walls, a tunnel, a roof segment and cave opening, these were built with the rocks that had finished UV mapping I have several more at my disposal, […]

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Program: Graphics

Big Game Project – Week 4 – Building the Level

The Fourth week of BGB has come to an end this post covers what I have been doing during the last week. So this week I have started to build the level.
I use the unreal blueprints to create different segments of the walls by combining the rock meshes, so far I have two different walls, a tunnel, a roof segment and cave opening, these were built with the rocks that had finished UV mapping I have several more at my disposal, […]

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Program: Graphics

BGP Week 4: Sticks and Stones

I became ill this week, went to a few doctor’s appointments, prepared for the “public discussion” of our reports, and participated in the pre-alpha testing, so I did not get as much time on the project as I should have needed. During the short time that I managed to spend on the project, I made a  couple of textures for props and environment. We needed to get some more textures, or at least colors into the geame world, so we could […]

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Program: Graphics

BGP Week 4: Sticks and Stones

I became ill this week, went to a few doctor’s appointments, prepared for the “public discussion” of our reports, and participated in the pre-alpha testing, so I did not get as much time on the project as I should have needed. During the short time that I managed to spend on the project, I made a  couple of textures for props and environment. We needed to get some more textures, or at least colors into the geame world, so we could […]

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Program: Graphics

BGP Week 4: Spline Level Generation – From cubes to modeled meshes

This week I continued the work on the level generation. Our artist had finished most of the track mesh, I decided to try implementing it in the current system. I already knew from the start that I would have to modify what I already had; the previous system relied on hardcoded vertex indices, and the cubes I played around with earlier only had 24 vertices in total. The new mesh had somewhere around 400 vertices, which Unity then further increased […]

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Program: Programming

BGP Week 4: Spline Level Generation – From cubes to modeled meshes

This week I continued the work on the level generation. Our artist had finished most of the track mesh, I decided to try implementing it in the current system. I already knew from the start that I would have to modify what I already had; the previous system relied on hardcoded vertex indices, and the cubes I played around with earlier only had 24 vertices in total. The new mesh had somewhere around 400 vertices, which Unity then further increased […]

/ Comments Off on BGP Week 4: Spline Level Generation – From cubes to modeled meshes
Program: Programming

Scrap Pirates – Week 4

I’ll show some of the work I have done this week and tell what I have learnt from it. But first, I will tell about a major decision which was made for our project…
Two weeks into the production we have a better understanding of how long it takes for us to make specific things and many of us realized that three unique levels is an overestimation on what we can achieve. We value quality before quantity and scaled the scope down […]

/ Comments Off on Scrap Pirates – Week 4
Program: Graphics

Scrap Pirates – Week 4

I’ll show some of the work I have done this week and tell what I have learnt from it. But first, I will tell about a major decision which was made for our project…
Two weeks into the production we have a better understanding of how long it takes for us to make specific things and many of us realized that three unique levels is an overestimation on what we can achieve. We value quality before quantity and scaled the scope down […]

/ Comments Off on Scrap Pirates – Week 4
Program: Graphics