Yearly Archives: 2017
A Rat Betwixt
This post is already 2 weeks late – so let’s get going right away.
It’s been over a year since the last series of posts and now I’m back to write about the project I’m curently working on: A Rat Betwixt. It’s a turn-based local (for now – probably online in the future) multiplayer co-op(tional?) strategy RPG, with some deception and hidden agendas mixed in.
The game is played on one large screen – such as a TV or a projector – […]
A Rat Betwixt
This post is already 2 weeks late – so let’s get going right away.
It’s been over a year since the last series of posts and now I’m back to write about the project I’m curently working on: A Rat Betwixt. It’s a turn-based local (for now – probably online in the future) multiplayer co-op(tional?) strategy RPG, with some deception and hidden agendas mixed in.
The game is played on one large screen – such as a TV or a projector – […]
A Rat Betwixt
This post is already 2 weeks late – so let’s get going right away.
It’s been over a year since the last series of posts and now I’m back to write about the project I’m curently working on: A Rat Betwixt. It’s a turn-based local (for now – probably online in the future) multiplayer co-op(tional?) strategy RPG, with some deception and hidden agendas mixed in.
The game is played on one large screen – such as a TV or a projector – […]
A Rat Betwixt
This post is already 2 weeks late – so let’s get going right away.
It’s been over a year since the last series of posts and now I’m back to write about the project I’m curently working on: A Rat Betwixt. It’s a turn-based local (for now – probably online in the future) multiplayer co-op(tional?) strategy RPG, with some deception and hidden agendas mixed in.
The game is played on one large screen – such as a TV or a projector – […]
Big Game Project: post 2, Problem solving
This should have been posted last week but was delayed due to the lack of content to post and procrastination. Eighter way, week four turned out to be mostly problem solving. I started out with trying to importing the mesh, rig, and animations into Unity as seperate files rather than bake it all into a single FBX file after hearing from a upperclasmen that it was better. Problem was that I could not get it to work even though I connected the […]
Big Game Project: post 2, Problem solving
This should have been posted last week but was delayed due to the lack of content to post and procrastination. Eighter way, week four turned out to be mostly problem solving. I started out with trying to importing the mesh, rig, and animations into Unity as seperate files rather than bake it all into a single FBX file after hearing from a upperclasmen that it was better. Problem was that I could not get it to work even though I connected the […]
A Rat Betwixt Blog Post #1 – Introduction of an “Additional Artist”
Hello, everyone!
You probably don’t remember me, but for those who do I am now back once again on a new Game Design Studies Game. Before it was the Pirate fights fish swimming space shooter “Yarr! Swimulator” (Codename Mermaid River) as the main animator. Now I have joined the game project named: “A Rat Betwixt” under the position “Additional Artist”
So, as to introduce all of you to this project, why don’t I start by explaining how I got introduced and eventually […]
A Rat Betwixt Blog Post #1 – Introduction of an “Additional Artist”
Hello, everyone!
You probably don’t remember me, but for those who do I am now back once again on a new Game Design Studies Game. Before it was the Pirate fights fish swimming space shooter “Yarr! Swimulator” (Codename Mermaid River) as the main animator. Now I have joined the game project named: “A Rat Betwixt” under the position “Additional Artist”
So, as to introduce all of you to this project, why don’t I start by explaining how I got introduced and eventually […]
Week 3 of Big Game Project: Early UI and what to show the player.
Beyond more production and design work, migration of systems from the prototype to an early pre-alpha build began. Since systems were no longer being tested by internal testers, the game required an UI on both the server and client screens displaying statistics like player health, Initiative number and which attacks are selected. The transfer lead to the use of actual equipment to appear on the GGC floor where the UI appeared differently and would require different solutions.
Above is one of […]
Week 3 of Big Game Project: Early UI and what to show the player.
Beyond more production and design work, migration of systems from the prototype to an early pre-alpha build began. Since systems were no longer being tested by internal testers, the game required an UI on both the server and client screens displaying statistics like player health, Initiative number and which attacks are selected. The transfer lead to the use of actual equipment to appear on the GGC floor where the UI appeared differently and would require different solutions.
Above is one of […]
BGP – Vecka 5
Denna vecka på Torsdag har vi vår första milstolpe med spelet, Alphan. Målet denna vecka har alltså varit att få klart alla modeller till Alphan, så att vi ska kunna vissa upp dessa på Alphan, och även ha med i spelet under speltestningen och Alphan.
Mina prioriteringar har då varit att modellera klart föremål som vi ska ha i vår miljö. Både ”lösa” saker så som skelettben och skallar och ”fasta” saker som pelare och grindar. Att modellera statiska föremål har […]
BGP – Vecka 5
Denna vecka på Torsdag har vi vår första milstolpe med spelet, Alphan. Målet denna vecka har alltså varit att få klart alla modeller till Alphan, så att vi ska kunna vissa upp dessa på Alphan, och även ha med i spelet under speltestningen och Alphan.
Mina prioriteringar har då varit att modellera klart föremål som vi ska ha i vår miljö. Både ”lösa” saker så som skelettben och skallar och ”fasta” saker som pelare och grindar. Att modellera statiska föremål har […]
BGP – Day 22
Getting all my work into the project
Today I moved all my textures and materials into the project, including the functions of the dynamic material and the included scripting. This was easy and didn’t take long but sadly adding them to the character or environment have to wait, since we cannot work on the same asset at the same time or it might damage the Unreal project (because technical reasons). But the dynamic material got added to the hand at the […]
BGP – Day 22
Getting all my work into the project
Today I moved all my textures and materials into the project, including the functions of the dynamic material and the included scripting. This was easy and didn’t take long but sadly adding them to the character or environment have to wait, since we cannot work on the same asset at the same time or it might damage the Unreal project (because technical reasons). But the dynamic material got added to the hand at the […]
The Summoning – Blog Post 1
Hello!
My name is Peo Johansson, and I am a graphical artist and the lead sound designer on the team Ninja Slice, developing the game concept The Summoning.
So, what kind of game is The Summoning? Well, it’s a top-down perspective 3D game, that is centered around the concept of asymmetrical multiplayer. In order words, people compete against each other, but their goals and what they do are different.
One player plays the game similarly to an action adventure or hack-and-slash game, controlling one character fighting multiple enemies.
The other […]
The Summoning – Blog Post 1
Hello!
My name is Peo Johansson, and I am a graphical artist and the lead sound designer on the team Ninja Slice, developing the game concept The Summoning.
So, what kind of game is The Summoning? Well, it’s a top-down perspective 3D game, that is centered around the concept of asymmetrical multiplayer. In order words, people compete against each other, but their goals and what they do are different.
One player plays the game similarly to an action adventure or hack-and-slash game, controlling one character fighting multiple enemies.
The other […]
BGP: A Ray of Hope
I need to stop forgetting to make posts about this.
As things are I am working on assets for the game levels bathroom. While I am having difficulties with two points of the assets (the bathroom stalls) not wanting to keep their faces when I import them to texture them that I need to solve this week, I have finished the ground color of the sink and the toilet themselves.
Next point of interest would be to find tutorials to […]
BGP: A Ray of Hope
I need to stop forgetting to make posts about this.
As things are I am working on assets for the game levels bathroom. While I am having difficulties with two points of the assets (the bathroom stalls) not wanting to keep their faces when I import them to texture them that I need to solve this week, I have finished the ground color of the sink and the toilet themselves.
Next point of interest would be to find tutorials to […]
BGP – Day 21
Stylized Texturing
For our game we our aiming for a ”stylized realism” which means that everything will be semi realistic, with realistic lighting and high detailed textures, but hand painted. And as I have been working on materials, textures are a part of them and I have only used placeholder textures, I was asked to hand paint some textures. To start of I’m not very good when it comes to 2D art, but here is what I came up with on […]
BGP – Day 21
Stylized Texturing
For our game we our aiming for a ”stylized realism” which means that everything will be semi realistic, with realistic lighting and high detailed textures, but hand painted. And as I have been working on materials, textures are a part of them and I have only used placeholder textures, I was asked to hand paint some textures. To start of I’m not very good when it comes to 2D art, but here is what I came up with on […]
Blendshapes
We recently learned what blendshapes are, or Morpher in 3DS Max, and tried to do something with it to learn if it’s something we want to use in the game, and it is! It’s a really good way to make the objects fade from a good to a bad shape, and it’s really fast too! Because it needs to be the same object you only need to make one, copy it and change it a bit and then put on […]
Blendshapes
We recently learned what blendshapes are, or Morpher in 3DS Max, and tried to do something with it to learn if it’s something we want to use in the game, and it is! It’s a really good way to make the objects fade from a good to a bad shape, and it’s really fast too! Because it needs to be the same object you only need to make one, copy it and change it a bit and then put on […]
5 weeks in, bgp update 1
I should started this sooner than five weeks in to the project but it’s easy to get caught up in the workflow and start forgeting things. anway better late than never i supposed.
So background on this project bfore i go in on what i have been doing. the “Big game proeject” for secondyears is our final assigment. it’s a chance where we get to make any game we want, the only restriction being our own capabilities.
The project i’m woking on […]
5 weeks in, bgp update 1
I should started this sooner than five weeks in to the project but it’s easy to get caught up in the workflow and start forgeting things. anway better late than never i supposed.
So background on this project bfore i go in on what i have been doing. the “Big game proeject” for secondyears is our final assigment. it’s a chance where we get to make any game we want, the only restriction being our own capabilities.
The project i’m woking on […]