Monthly Archives: April 2016

Week 2 – Redesigned the visual style

Welcome to yet another chaotic week. This week I joked about changing the visual style to a style that was way more computerized than what we had earlier. I showed one of the artists the following picture.
“What if the game had a completely computerized look!” I instantly regretted those words as the artist went crazy with the idea and started working on it. After a few hours of playing around he showed me this.What […]

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Program: Programming

Week 2 – Redesigned the visual style

Welcome to yet another chaotic week. This week I joked about changing the visual style to a style that was way more computerized than what we had earlier. I showed one of the artists the following picture.
“What if the game had a completely computerized look!” I instantly regretted those words as the artist went crazy with the idea and started working on it. After a few hours of playing around he showed me this.What […]

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Program: Programming

Big Game Project, Week 2.

Week 2 has been coming along nicely!
We’ve decided to use Elias Software as a base, and thanks to the schools connections we were able to save time for our demo production by using one of the pre-existing themes for the game to showcase what we want the game be like. The theme is called Smoggy Sundown, and is a very blippy / retro-gaming sounding theme.
Apart from that, I’ve been working on trying to bring more sounds to our characters in […]

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Program: Graphics

Big Game Project, Week 2.

Week 2 has been coming along nicely!
We’ve decided to use Elias Software as a base, and thanks to the schools connections we were able to save time for our demo production by using one of the pre-existing themes for the game to showcase what we want the game be like. The theme is called Smoggy Sundown, and is a very blippy / retro-gaming sounding theme.
Apart from that, I’ve been working on trying to bring more sounds to our characters in […]

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Program: Graphics

Week 3 – Shaders and lookdev

This week have been spent mostly with attempting to identify what the game will look after some concerns were raised with the previous visions we had.
In order to sell the idea that you are in fact playing as an AI we need to first figure out an impossible to answer question. “What would the world look like to an seemingly omniscient AI?”
There is no right answer to this impossible to answer question obviously, thus we needed to experiment to find […]

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Program: Graphics

Week 3 – Shaders and lookdev

This week have been spent mostly with attempting to identify what the game will look after some concerns were raised with the previous visions we had.
In order to sell the idea that you are in fact playing as an AI we need to first figure out an impossible to answer question. “What would the world look like to an seemingly omniscient AI?”
There is no right answer to this impossible to answer question obviously, thus we needed to experiment to find […]

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Program: Graphics

Big Game Project – blog 2

Hej igen!

En till vecka i projektet har passerat och jag har jobbat men objekt som spelaren ska kunna trycka på i spelet. Målet för mig den här veckan var att få klart en grund för några scripts så jag kan applicera samma kod på så många objekt som möjligt utan att behöva ändra allt för mycket i själva koden när vi skapar nya objekt. Jag tycket att jag har uppnått det och är mycket nöjd mer resultatet, kommande veckan kommer […]

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Program: Programming

Big Game Project – blog 2

Hej igen!

En till vecka i projektet har passerat och jag har jobbat men objekt som spelaren ska kunna trycka på i spelet. Målet för mig den här veckan var att få klart en grund för några scripts så jag kan applicera samma kod på så många objekt som möjligt utan att behöva ändra allt för mycket i själva koden när vi skapar nya objekt. Jag tycket att jag har uppnått det och är mycket nöjd mer resultatet, kommande veckan kommer […]

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Program: Programming

Enemy 1
This week has been a little slow with the enemy creation. I made the base mesh for our first enemy.

The shapes of the enemy is very basic and this will work as a place holder for the Alpha.
Code and animations
I also made our player character Kei to move in the engine with animations. I used animations from a website called Mixamo which is a website Adobe owns. Here you can rig and skin your mesh and […]

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Program: Graphics

Enemy 1
This week has been a little slow with the enemy creation. I made the base mesh for our first enemy.

The shapes of the enemy is very basic and this will work as a place holder for the Alpha.
Code and animations
I also made our player character Kei to move in the engine with animations. I used animations from a website called Mixamo which is a website Adobe owns. Here you can rig and skin your mesh and […]

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Program: Graphics

First musical draft

Music for games is most often added in the later stages of the production and I can fully understand why that is. This early I haven’t been able to create any definite music that we want in the game since I need to see the game be played first to write really fitting tracks.
But that doesn’t mean that I can’t be proactive. Since I know that our aim is an environment with desert and canyon-like style I can try musical themes […]

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Program: Programming

First musical draft

Music for games is most often added in the later stages of the production and I can fully understand why that is. This early I haven’t been able to create any definite music that we want in the game since I need to see the game be played first to write really fitting tracks.
But that doesn’t mean that I can’t be proactive. Since I know that our aim is an environment with desert and canyon-like style I can try musical themes […]

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Program: Programming

Setting up ELIAS for Unity

First of I’ll do short description of ELIAS and then show how I implemented it in our project for easing the workflow in the later stages when the music is added. This week I’ve been converting it from working for 2D to 3D since we decided to do an overhaul of the physics in the game.
What is ELIAS?
It’s a software that is designed to trigger music on events in the game and create adaptive music. It’s very easy to use […]

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Program: Programming

Setting up ELIAS for Unity

First of I’ll do short description of ELIAS and then show how I implemented it in our project for easing the workflow in the later stages when the music is added. This week I’ve been converting it from working for 2D to 3D since we decided to do an overhaul of the physics in the game.
What is ELIAS?
It’s a software that is designed to trigger music on events in the game and create adaptive music. It’s very easy to use […]

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Program: Programming

BGP week 2

In the second week of Big Game Project I continued to finish one of our main characters Väinämöinen. At first I was planning to finish the second main character and the wolf monster as well but I had to remake väinämöinen so many times that it was no time left for the other two.
When making väinämöinen I started with looking on different facial expressions to try to get a believable character that would fit the description of being old […]

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Program: Graphics

BGP week 2

In the second week of Big Game Project I continued to finish one of our main characters Väinämöinen. At first I was planning to finish the second main character and the wolf monster as well but I had to remake väinämöinen so many times that it was no time left for the other two.
When making väinämöinen I started with looking on different facial expressions to try to get a believable character that would fit the description of being old […]

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Program: Graphics

BGP – Examination Course of the Second Year

So springtime is here once more and it it yet again time for our examination course for this year. Big Game Project or BGP as it is called is as mentioned in the title the last course for our second year and this is where we put all our knowledge of these two years to the test. The purpose of this course is to create a concept for a bigger game (shocker right) for which we could expand upon and […]

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Program: Programming

BGP – Examination Course of the Second Year

So springtime is here once more and it it yet again time for our examination course for this year. Big Game Project or BGP as it is called is as mentioned in the title the last course for our second year and this is where we put all our knowledge of these two years to the test. The purpose of this course is to create a concept for a bigger game (shocker right) for which we could expand upon and […]

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Program: Programming

Big Game Project – First Post

I’m working on a game called Synapse. Synapse is an educational game for museums mainly and eventually it could be useful in classrooms. With fun animations, memory and simple precision puzzles it should learn anyone some basic information about the brain and how it works differently in different people depending on different diagnoses.
We’re a team of 7 working on this project, where we have one programmer and the rest are graphical artists. The structure of the team migh seem a […]

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Program: Graphics

Big Game Project – First Post

I’m working on a game called Synapse. Synapse is an educational game for museums mainly and eventually it could be useful in classrooms. With fun animations, memory and simple precision puzzles it should learn anyone some basic information about the brain and how it works differently in different people depending on different diagnoses.
We’re a team of 7 working on this project, where we have one programmer and the rest are graphical artists. The structure of the team migh seem a […]

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Program: Graphics

BGP – Week 3

This week we have been focusing mainly on getting our coor loop to be playable (in a prototypy way). The core loop consists of going down to the surface, gathering some stuff like wood, stone and food, going back up and building and upgrading your villagers… I hope I got that right… Well anyway, this week I’ve been doing some various tasks.
Below you can see our settlers wearing some armor and backpacks. When you are about to go down to […]

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Program: Graphics

BGP – Week 3

This week we have been focusing mainly on getting our coor loop to be playable (in a prototypy way). The core loop consists of going down to the surface, gathering some stuff like wood, stone and food, going back up and building and upgrading your villagers… I hope I got that right… Well anyway, this week I’ve been doing some various tasks.
Below you can see our settlers wearing some armor and backpacks. When you are about to go down to […]

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Program: Graphics

Vecka 2

Förra veckan fortsatte jag på samma spår och ritade vidare på nya karaktärer. Den här gången fokuserade jag på klasskompisarna som jag valt att ge den gemensamma accentfärgen blå. Samtidigt som det är otroligt roligt att rita så olika karaktärer så är det alltid svårt att veta hur och om man lyckas representera alla rätt. Vi vill få med många olika personer från olika delar av samhället. Hur kan jag utan deras livserfarenheter representera dom rätt?

Klasskompisarna Johanna, Emily, Martin, Amanda […]

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Program: Graphics

Vecka 2

Förra veckan fortsatte jag på samma spår och ritade vidare på nya karaktärer. Den här gången fokuserade jag på klasskompisarna som jag valt att ge den gemensamma accentfärgen blå. Samtidigt som det är otroligt roligt att rita så olika karaktärer så är det alltid svårt att veta hur och om man lyckas representera alla rätt. Vi vill få med många olika personer från olika delar av samhället. Hur kan jag utan deras livserfarenheter representera dom rätt?

Klasskompisarna Johanna, Emily, Martin, Amanda […]

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Program: Graphics