Big Game Project – Post 1
The second year project that is set to be displayed at the Gotland Game Conference (GGC) has started production, and with that progress blogs every week until the big day, this being the first.
The project is done in teams and my team, called Team GG (The GG stands for Gravity Grind which was the name of the concept) consists of:
Jonas Lundgren as the Producer and Lead Programmer (https://enfisk1994.wordpress.com/)
Laban Melander as the Lead Designer (https://labanmelander.wordpress.com/)
Valdemar Ribbing as the Lead […]
Big Game Project – Post 1
The second year project that is set to be displayed at the Gotland Game Conference (GGC) has started production, and with that progress blogs every week until the big day, this being the first.
The project is done in teams and my team, called Team GG (The GG stands for Gravity Grind which was the name of the concept) consists of:
Jonas Lundgren as the Producer and Lead Programmer (https://enfisk1994.wordpress.com/)
Laban Melander as the Lead Designer (https://labanmelander.wordpress.com/)
Valdemar Ribbing as the Lead […]

Big Game Project, Spirit Boom
This week I’ve been working on style guides for our game called Spirit boom. Up until now i did not know that simply filming my work would be enough, but i have been told that it is. So from now on I will mostly post speed paint videos of my work for this game.
after all a picture says more than a thousand words, and , this video has 8820 frames so, I guess that’s more than 8 million words… or maybe not its just […]

Big Game Project, Spirit Boom
This week I’ve been working on style guides for our game called Spirit boom. Up until now i did not know that simply filming my work would be enough, but i have been told that it is. So from now on I will mostly post speed paint videos of my work for this game.
after all a picture says more than a thousand words, and , this video has 8820 frames so, I guess that’s more than 8 million words… or maybe not its just […]

Big Game Project, Week 2 – GUI
Hi, New week == new blog post.
At the beginning of this week I migrated all the gui stuff I did previous week into the real project. I had to do some tweaks here and there to make it all come together.
I added functionality in most the gui objects so they hold an image behind all buttons and stuff. So when our talented graphical artists have time to make textures and nice art to the gui I can just slap […]

Big Game Project, Week 2 – GUI
Hi, New week == new blog post.
At the beginning of this week I migrated all the gui stuff I did previous week into the real project. I had to do some tweaks here and there to make it all come together.
I added functionality in most the gui objects so they hold an image behind all buttons and stuff. So when our talented graphical artists have time to make textures and nice art to the gui I can just slap […]

Week three, Big Game Project
Animations in Unreal Engine (3D)
Note: This article assumes basic knowledge about the unreal engine 4 framework, including Blueprints.
Unreal uses state machines to power their animation system in their latest engine, as of 2015. They use a visual editor to set up the state machine, at the creators disposal are two different node types. There is the State node and the Conduit node.
Conceptually, it is best to think of a state as just an organized portion of an AnimGraph that we know the […]

Week three, Big Game Project
Animations in Unreal Engine (3D)
Note: This article assumes basic knowledge about the unreal engine 4 framework, including Blueprints.
Unreal uses state machines to power their animation system in their latest engine, as of 2015. They use a visual editor to set up the state machine, at the creators disposal are two different node types. There is the State node and the Conduit node.
Conceptually, it is best to think of a state as just an organized portion of an AnimGraph that we know the […]

Big Game project! So far so good.
The three characters I have created so far in action poses.
Introduction
During the later half of this semester we are taking the course of “big game project” in which we, the students get to create a game on a larger scale than the previous projects. Only this time with more experience and less production time… I work in a group of four people, two programmers and two artists. The game we are making is called “Glade” and it is a […]

Big Game project! So far so good.
The three characters I have created so far in action poses.
Introduction
During the later half of this semester we are taking the course of “big game project” in which we, the students get to create a game on a larger scale than the previous projects. Only this time with more experience and less production time… I work in a group of four people, two programmers and two artists. The game we are making is called “Glade” and it is a […]

Tamarrion, post 3
I’ve been feeling a bit under the weather this week, so I haven’t been able to get as much work done as I would’ve liked. Still, here’s the progress I’ve made on our game’s boss this week.
As you can see in the picture above, we’ve made some slight adjustments to the boss’s design after some feedback. We wanted to give our boss more of an undead feeling, but we didn’t want to break his armor or make him look […]

Tamarrion, post 3
I’ve been feeling a bit under the weather this week, so I haven’t been able to get as much work done as I would’ve liked. Still, here’s the progress I’ve made on our game’s boss this week.
As you can see in the picture above, we’ve made some slight adjustments to the boss’s design after some feedback. We wanted to give our boss more of an undead feeling, but we didn’t want to break his armor or make him look […]

Week two of BGP and Burning Steel
Hello again! And welcome to week two of the production of Burning Steel (aka Project Steel).
For this week have been working on 2 main things. I have been working on a style guide and the High Poly of the first pod.
The style guide is what the name implies. It is a guide to help the artist to keep the same style between each other and throughout the game. On Monday I did a rather fast version of the style guide […]

Week two of BGP and Burning Steel
Hello again! And welcome to week two of the production of Burning Steel (aka Project Steel).
For this week have been working on 2 main things. I have been working on a style guide and the High Poly of the first pod.
The style guide is what the name implies. It is a guide to help the artist to keep the same style between each other and throughout the game. On Monday I did a rather fast version of the style guide […]
Big Game: Week 2
Hello!
This week I have worked on a turnaround for the pod which I made a concept for. I spent more time researching techniques which I will use when working on the 3D racetrack mesh. I created two different placeholder racetracks for the programmers. I have worked on different pieces for the racetrack which will be modular. I had to remodel my racetrack from start.
I decided further my work on the concept to include a side, front, and back view of […]
Big Game: Week 2
Hello!
This week I have worked on a turnaround for the pod which I made a concept for. I spent more time researching techniques which I will use when working on the 3D racetrack mesh. I created two different placeholder racetracks for the programmers. I have worked on different pieces for the racetrack which will be modular. I had to remodel my racetrack from start.
I decided further my work on the concept to include a side, front, and back view of […]

Scrap Pirates – Big Game Project – Blog Post #1
Introduction – The Course & the Game Concept
Big Game Project is a course for the second year game design students’ at Uppsala University – Campus Gotland. There are three requirements for to get a passing grade in the course; weekly blog posts, a game project and a post mortem report in the end of the course. The game project will be designed and developed in teams of various sizes. In the weekly blog posts I will share some of the work […]

Scrap Pirates – Big Game Project – Blog Post #1
Introduction – The Course & the Game Concept
Big Game Project is a course for the second year game design students’ at Uppsala University – Campus Gotland. There are three requirements for to get a passing grade in the course; weekly blog posts, a game project and a post mortem report in the end of the course. The game project will be designed and developed in teams of various sizes. In the weekly blog posts I will share some of the work […]

BGP Week 3: Ghouls
We are progressing steadily, jump animations and spells has been implemented, and placeholder enemies have been given functional AI. The boss unit has been given it’s first set of animations, along with some planned recoloring, that I’ll get into later. The cave has also begun to take shape, with several assets being modeled by our 3D artists this week.
Personally, I’ve been been working on animations and concept art, as usually. I Made the concept art for the ghoul, an undead […]

BGP Week 3: Ghouls
We are progressing steadily, jump animations and spells has been implemented, and placeholder enemies have been given functional AI. The boss unit has been given it’s first set of animations, along with some planned recoloring, that I’ll get into later. The cave has also begun to take shape, with several assets being modeled by our 3D artists this week.
Personally, I’ve been been working on animations and concept art, as usually. I Made the concept art for the ghoul, an undead […]

Logical gymnastics
No blog post yesterday since i didn’t have any noticeable success so it didn’t feel worth it to write one.
Today i finished the input system for the spells, the idea behind the system is fairly simple; check if the stick is in* one of 9 specified positions*, return that position’s assigned number and place it into an array of Integers*. Then compare the array with the arrays included in the spells available to the player*, if they match then the player […]

Logical gymnastics
No blog post yesterday since i didn’t have any noticeable success so it didn’t feel worth it to write one.
Today i finished the input system for the spells, the idea behind the system is fairly simple; check if the stick is in* one of 9 specified positions*, return that position’s assigned number and place it into an array of Integers*. Then compare the array with the arrays included in the spells available to the player*, if they match then the player […]

BGP#2 – A Week of Iteration
Greetings!
As the title reads, this week has been a week where the assets has gone through some changes. There has also been some discussions about light and atmosphere related to texture work. Here’s an example of a lighting test we did just to see what color the textures should lean towards.
The ambiance light as well as the torch lighting you can see has a teal color. The textures will mostly also have a very small teal tint but will be shifting […]

BGP#2 – A Week of Iteration
Greetings!
As the title reads, this week has been a week where the assets has gone through some changes. There has also been some discussions about light and atmosphere related to texture work. Here’s an example of a lighting test we did just to see what color the textures should lean towards.
The ambiance light as well as the torch lighting you can see has a teal color. The textures will mostly also have a very small teal tint but will be shifting […]