Browsing '2013': Students starting in 2013

The Sad But True Story Of Ray Mingus, The Lumberjack Of Bulk Rock City, And His Never Slacking Strive To Exploit The So Far Undiscovered Areas Of The Intention To Bodily Intercourse From The Opposite Species Of His Kind, During Intake Of All The Mental Conditions That Could Be Derived From Fermentation
This week has been a week of, if not actual toil, one of heavy emotional strife, having to contend with the grueling graphical scars that befalls upon one’s creations when one scale them up because apparently even though they were made first, since they don’t fit the furniture we have they have to be enlarged, leaving this poor worker, this mere servant, to watch the fruits of his figurative loins grow up in all the wrong ways.
Because with the […]

The Sad But True Story Of Ray Mingus, The Lumberjack Of Bulk Rock City, And His Never Slacking Strive To Exploit The So Far Undiscovered Areas Of The Intention To Bodily Intercourse From The Opposite Species Of His Kind, During Intake Of All The Mental Conditions That Could Be Derived From Fermentation
This week has been a week of, if not actual toil, one of heavy emotional strife, having to contend with the grueling graphical scars that befalls upon one’s creations when one scale them up because apparently even though they were made first, since they don’t fit the furniture we have they have to be enlarged, leaving this poor worker, this mere servant, to watch the fruits of his figurative loins grow up in all the wrong ways.
Because with the […]
The Sad But True Story Of Ray Mingus, The Lumberjack Of Bulk Rock City, And His Never Slacking Strive To Exploit The So Far Undiscovered Areas Of The Intention To Bodily Intercourse From The Opposite Species Of His Kind, During Intake Of All The Mental Conditions That Could Be Derived From Fermentation
This week has been a week of, if not actual toil, one of heavy emotional strife, having to contend with the grueling graphical scars that befalls upon one’s creations when one scale them up because apparently even though they were made first, since they don’t fit the furniture we have they have to be enlarged, leaving this poor worker, this mere servant, to watch the fruits of his figurative loins grow up in all the wrong ways.
Because with the […]
The Sad But True Story Of Ray Mingus, The Lumberjack Of Bulk Rock City, And His Never Slacking Strive To Exploit The So Far Undiscovered Areas Of The Intention To Bodily Intercourse From The Opposite Species Of His Kind, During Intake Of All The Mental Conditions That Could Be Derived From Fermentation
This week has been a week of, if not actual toil, one of heavy emotional strife, having to contend with the grueling graphical scars that befalls upon one’s creations when one scale them up because apparently even though they were made first, since they don’t fit the furniture we have they have to be enlarged, leaving this poor worker, this mere servant, to watch the fruits of his figurative loins grow up in all the wrong ways.
Because with the […]

Project Terminal – Game Logo
I got the honor to design the game logotype for the game menu screen. One might think that it is a quick thing to make, but like most assets it’s as challenging as you choose to make of it. I’d say that designing text actually is one of the more challenging things I’ve gotten to do since the letters have to read easily. I made three different designs before we got one that felt right.
After a while of pondering I […]

Project Terminal – Game Logo
I got the honor to design the game logotype for the game menu screen. One might think that it is a quick thing to make, but like most assets it’s as challenging as you choose to make of it. I’d say that designing text actually is one of the more challenging things I’ve gotten to do since the letters have to read easily. I made three different designs before we got one that felt right.
After a while of pondering I […]

Project Terminal – Game Logo
I got the honor to design the game logotype for the game menu screen. One might think that it is a quick thing to make, but like most assets it’s as challenging as you choose to make of it. I’d say that designing text actually is one of the more challenging things I’ve gotten to do since the letters have to read easily. I made three different designs before we got one that felt right.
After a while of pondering I […]

Project Terminal – Game Logo
I got the honor to design the game logotype for the game menu screen. One might think that it is a quick thing to make, but like most assets it’s as challenging as you choose to make of it. I’d say that designing text actually is one of the more challenging things I’ve gotten to do since the letters have to read easily. I made three different designs before we got one that felt right.
After a while of pondering I […]

GDD Complementary + Playtesting & Balancing
I just realized that this is the last blog post under the tag “5SD033″ to be written mandatory, so I’ll include what I’ve done last week as well as this week’s artifact task.
Like every other group, we had to complement our game design document. Although our teacher said our GDD was one of the easier and better ones, doesn’t mean it was perfect. For instance, in our game we use two police enemies but only one protester, where the police […]

GDD Complementary + Playtesting & Balancing
I just realized that this is the last blog post under the tag “5SD033″ to be written mandatory, so I’ll include what I’ve done last week as well as this week’s artifact task.
Like every other group, we had to complement our game design document. Although our teacher said our GDD was one of the easier and better ones, doesn’t mean it was perfect. For instance, in our game we use two police enemies but only one protester, where the police […]
GDD Complementary + Playtesting & Balancing
I just realized that this is the last blog post under the tag “5SD033″ to be written mandatory, so I’ll include what I’ve done last week as well as this week’s artifact task.
Like every other group, we had to complement our game design document. Although our teacher said our GDD was one of the easier and better ones, doesn’t mean it was perfect. For instance, in our game we use two police enemies but only one protester, where the police […]
GDD Complementary + Playtesting & Balancing
I just realized that this is the last blog post under the tag “5SD033″ to be written mandatory, so I’ll include what I’ve done last week as well as this week’s artifact task.
Like every other group, we had to complement our game design document. Although our teacher said our GDD was one of the easier and better ones, doesn’t mean it was perfect. For instance, in our game we use two police enemies but only one protester, where the police […]

Intro
I have been very busy lately working on a comic book page styled intro for our game “Terminal” and I thought I should give you an update of what I have been doing.
As we had a storyboard assignment for the 2D course last week I thought I could kill two birds with one stone, since it was practically the same thing that I needed to do for this project. I reworked and added to a very basic storyboard that I […]

Intro
I have been very busy lately working on a comic book page styled intro for our game “Terminal” and I thought I should give you an update of what I have been doing.
As we had a storyboard assignment for the 2D course last week I thought I could kill two birds with one stone, since it was practically the same thing that I needed to do for this project. I reworked and added to a very basic storyboard that I […]

Project Report 2014-03-19
This week the only thing of particular note that I’ve been working on has been different iterations of our game’s final room, or level. In pure practical terms it’s gone along like any other level I’ve designed, but its import must not be underestimated. Like a beginning, an experience must have an ending. A bad ending is one feeling just like any other part of the game, making the player not expecting there to be one and feeling unsatisfied when […]

Project Report 2014-03-19
This week the only thing of particular note that I’ve been working on has been different iterations of our game’s final room, or level. In pure practical terms it’s gone along like any other level I’ve designed, but its import must not be underestimated. Like a beginning, an experience must have an ending. A bad ending is one feeling just like any other part of the game, making the player not expecting there to be one and feeling unsatisfied when […]
Good day
I have a lot of work ahead of me but today was a good day. Most importantly i now have a theme park group. I put up a LFG on the facebook group and within five minutes i had someone asking me to join their group. It’s a pretty new group so they didn’t seem to have a clear idea other than something with the brainwave scanner. I figured it might be interesting and since i had nowhere else to […]
Good day
I have a lot of work ahead of me but today was a good day. Most importantly i now have a theme park group. I put up a LFG on the facebook group and within five minutes i had someone asking me to join their group. It’s a pretty new group so they didn’t seem to have a clear idea other than something with the brainwave scanner. I figured it might be interesting and since i had nowhere else to […]

Storyboarding exercise!
Last week’s assignment for my 2d-graphics course was to create a storyboard for a game. I chose to do a Mirror’s edge inspired sequence where the player character receives a valuable bag from a fellow runner. The cops later invade the rooftop where both runners are and the chasing begins.
This was a segment of a scene I have had in my head for quite some time now ever since I first played Mirror’s edge back in 2009. I was […]

Storyboarding exercise!
Last week’s assignment for my 2d-graphics course was to create a storyboard for a game. I chose to do a Mirror’s edge inspired sequence where the player character receives a valuable bag from a fellow runner. The cops later invade the rooftop where both runners are and the chasing begins.
This was a segment of a scene I have had in my head for quite some time now ever since I first played Mirror’s edge back in 2009. I was […]
Artifact Post 5 – Stars and… well, that’s all there is…
This week has been mostly about getting stuff done for the Beta. That means lots of artifacts done and lots of artifacts to do, so let’s get going with one of those.
This time around, the focus is on the collectibles in the game – stars (because it is always stars) and how they are handled. The stars will pretty much always appear whenever an […]
Artifact Post 5 – Stars and… well, that’s all there is…
This week has been mostly about getting stuff done for the Beta. That means lots of artifacts done and lots of artifacts to do, so let’s get going with one of those.
This time around, the focus is on the collectibles in the game – stars (because it is always stars) and how they are handled. The stars will pretty much always appear whenever an […]
Polish, polszczyzna
With the last two weeks of the project started i have begun polishing the final things of the project as i wasn’t working on anything very specific. Bolt is working on the AI for the guards and then are going to work on lighting so he’ll be busy for most of the time from now on. Leonard is adding more sounds this week but will start helping me with polish stuff in the final week.
Today we did a lot of […]
Polish, polszczyzna
With the last two weeks of the project started i have begun polishing the final things of the project as i wasn’t working on anything very specific. Bolt is working on the AI for the guards and then are going to work on lighting so he’ll be busy for most of the time from now on. Leonard is adding more sounds this week but will start helping me with polish stuff in the final week.
Today we did a lot of […]