Browsing '2012': Students starting in 2012

Big Game Project Introduction

Having a roll call and course introduction! I will start to post pics from our office, work in progress-material and general writing regarding everything and nothing during work! ^^super excited!

/ Comments Off on Big Game Project Introduction
Program: Graphics

Big Game Project Introduction

Having a roll call and course introduction! I will start to post pics from our office, work in progress-material and general writing regarding everything and nothing during work! ^^super excited!

/ Comments Off on Big Game Project Introduction
Program: Graphics

Level Design, Part 2

When we got our new assignment the teachers decided to put everyone in new random groups of two, at first I thought it would be interesting to hopefully get to work together with someone I hadn’t worked with before. But as usual I’m not that fortunate when it comes to getting good group members..
Our assignment was to choose a multiplayer online game and analyze its levels and answer what level are the most popular and why. The first game we […]

/ Comments Off on Level Design, Part 2
Program: Graphics

Level Design, Part 2

When we got our new assignment the teachers decided to put everyone in new random groups of two, at first I thought it would be interesting to hopefully get to work together with someone I hadn’t worked with before. But as usual I’m not that fortunate when it comes to getting good group members..
Our assignment was to choose a multiplayer online game and analyze its levels and answer what level are the most popular and why. The first game we […]

/ Comments Off on Level Design, Part 2
Program: Graphics

Macy's and the Cheese Cake Factory

For the past two days I’ve been going in to Macy’s. Last night I also found my way to the Cheese Cake Factory on the top floor of the Macy’s-building and HOLY FUCK, sorry, Oh My!! was it a feast for the eye?! The interior design of the place is …

/ Comments Off on Macy's and the Cheese Cake Factory
Program: Graphics

Macy's and the Cheese Cake Factory

For the past two days I’ve been going in to Macy’s. Last night I also found my way to the Cheese Cake Factory on the top floor of the Macy’s-building and HOLY FUCK, sorry, Oh My!! was it a feast for the eye?! The interior design of the place is …

/ Comments Off on Macy's and the Cheese Cake Factory
Program: Graphics

Level Design, Part 1

The first part on our level design course was to alone or in a group of two create a level in the Knytt engine, the purpose of the level was environmental storytelling and therefor no text or introduction was allowed more than the name of the game. I was working together with a programmer and together we came up with a good story (in our opinions). Here is a piece from my report describing some thought throw-out the proses and […]

/ Comments Off on Level Design, Part 1
Program: Graphics

Level Design, Part 1

The first part on our level design course was to alone or in a group of two create a level in the Knytt engine, the purpose of the level was environmental storytelling and therefor no text or introduction was allowed more than the name of the game. I was working together with a programmer and together we came up with a good story (in our opinions). Here is a piece from my report describing some thought throw-out the proses and […]

/ Comments Off on Level Design, Part 1
Program: Graphics

(Part 2) Swedish Game Awards Conference 2014 Report – Talks

Another thing that also happens during SGA Conferences is talks from various people in the game industry. Below is a short summary of the talks that I could attend.
Romi Gråhed from DICE had a talk about development of games in general, what pitfalls a developer might run into and some general tips and tricks for better development of games.
Linnea Harrison from DICE has a talk about something that DICE calles Levolution. In short, it’s how you can change a level in […]

/ Comments Off on (Part 2) Swedish Game Awards Conference 2014 Report – Talks
Program: Programming

(Part 2) Swedish Game Awards Conference 2014 Report – Talks

Another thing that also happens during SGA Conferences is talks from various people in the game industry. Below is a short summary of the talks that I could attend.
Romi Gråhed from DICE had a talk about development of games in general, what pitfalls a developer might run into and some general tips and tricks for better development of games.
Linnea Harrison from DICE has a talk about something that DICE calles Levolution. In short, it’s how you can change a level in […]

/ Comments Off on (Part 2) Swedish Game Awards Conference 2014 Report – Talks
Program: Programming

Binary files in c++

Insomnia strikes again, so I might as well spend the time trying to sleep to post something. This time I’m going to touch into a subject that I believe is the reason why I got the revelation about how memory management works. As the subject says, it’s about reading binary files.
The first thing you do is to include the #include
Next step is fairly simple:
std::ifstream filenamestream(“Filename with path and everything”, std::ios_base::binary);
Normally the filenamestream variable is called a stream. Often I […]

/ Comments Off on Binary files in c++
Program: Programming

Binary files in c++

Insomnia strikes again, so I might as well spend the time trying to sleep to post something. This time I’m going to touch into a subject that I believe is the reason why I got the revelation about how memory management works. As the subject says, it’s about reading binary files.
The first thing you do is to include the #include
Next step is fairly simple:
std::ifstream filenamestream(“Filename with path and everything”, std::ios_base::binary);
Normally the filenamestream variable is called a stream. Often I […]

/ Comments Off on Binary files in c++
Program: Programming

Binary files in c++

Insomnia strikes again, so I might as well spend the time trying to sleep to post something. This time I’m going to touch into a subject that I believe is the reason why I got the revelation about how memory management works. As the subject says, it’s about reading binary files.
The first thing you do is to include the #include
Next step is fairly simple:
std::ifstream filenamestream(“Filename with path and everything”, std::ios_base::binary);
Normally the filenamestream variable is called a stream. Often I […]

/ Comments Off on Binary files in c++
Program: Programming

Binary files in c++

Insomnia strikes again, so I might as well spend the time trying to sleep to post something. This time I’m going to touch into a subject that I believe is the reason why I got the revelation about how memory management works. As the subject says, it’s about reading binary files.
The first thing you do is to include the #include
Next step is fairly simple:
std::ifstream filenamestream(“Filename with path and everything”, std::ios_base::binary);
Normally the filenamestream variable is called a stream. Often I […]

/ Comments Off on Binary files in c++
Program: Programming

Swedish game awards Conference


This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]

/ Comments Off on Swedish game awards Conference
Program: Graphics

Swedish game awards Conference


This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]

/ Comments Off on Swedish game awards Conference
Program: Graphics

Swedish game awards Conference


This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]

/ Comments Off on Swedish game awards Conference
Program: Graphics

Swedish game awards Conference


This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]

/ Comments Off on Swedish game awards Conference
Program: Graphics

Swedish game awards Conference – Day 1 (Part 1)


This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]

/ Comments Off on Swedish game awards Conference – Day 1 (Part 1)
Program: Graphics

Swedish game awards Conference – Day 1 (Part 1)


This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]

/ Comments Off on Swedish game awards Conference – Day 1 (Part 1)
Program: Graphics

Level Design Diary Part 1 (10-12 March)

I’m currently working together with Johan Wittrock on the final assignment in our Level Design course. The assignment is to analyse an level in a certain game, and try to arrive at conclusions to as of why it is the most popular map. Me and Johan choose to analyze Payload maps in Team Fortress 2.¨

So far, by looking at server statistics, we have come to the conclusion that Badwater Basin is the most popular Payload map, followed by Gold Rush. […]

/ Comments Off on Level Design Diary Part 1 (10-12 March)
Program: Programming

Level Design Diary Part 1 (10-12 March)

I’m currently working together with Johan Wittrock on the final assignment in our Level Design course. The assignment is to analyse an level in a certain game, and try to arrive at conclusions to as of why it is the most popular map. Me and Johan choose to analyze Payload maps in Team Fortress 2.¨

So far, by looking at server statistics, we have come to the conclusion that Badwater Basin is the most popular Payload map, followed by Gold Rush. […]

/ Comments Off on Level Design Diary Part 1 (10-12 March)
Program: Programming

SGA Conference – Day 2

Yesterday was the second and final day of the Swedish Game Awards Conference. I attended several interesting talks, among them:
Dan Thronström from Avalanche Studios gave a talk about how the dynamics between publishers and developers in the AAA segment seems to be changing as developers turn to other ways of financing their games, such as crowdfunding or self-funding.
Romi Gråhed from DICE gave a passionate talk on project management, the best part of which was a segment […]

/ Comments Off on SGA Conference – Day 2
Program: Programming

SGA Conference – Day 2

Yesterday was the second and final day of the Swedish Game Awards Conference. I attended several interesting talks, among them:
Dan Thronström from Avalanche Studios gave a talk about how the dynamics between publishers and developers in the AAA segment seems to be changing as developers turn to other ways of financing their games, such as crowdfunding or self-funding.
Romi Gråhed from DICE gave a passionate talk on project management, the best part of which was a segment […]

/ Comments Off on SGA Conference – Day 2
Program: Programming