Browsing '2013': Students starting in 2013

Project Haunted Light 14-03-13
R.I.P, dear tablet-pen. 24th Dec 2008 – 12th Mar 2014. I’m sad to see you go. You will be missed.
This past week I’ve been working on animating a short intro sequence to our game. We want to have this short intro so that the player doesn’t spawn in this unknown environment without any idea of what they’re doing there, but rather feel like he or she is waking up in an unknown place, and also to quickly introduce the games’ […]

Project Haunted Light 14-03-13
R.I.P, dear tablet-pen. 24th Dec 2008 – 12th Mar 2014. I’m sad to see you go. You will be missed.
This past week I’ve been working on animating a short intro sequence to our game. We want to have this short intro so that the player doesn’t spawn in this unknown environment without any idea of what they’re doing there, but rather feel like he or she is waking up in an unknown place, and also to quickly introduce the games’ […]

Artifact of the week: Stars
Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]

Artifact of the week: Stars
Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]

Artifact of the week: Stars
Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]

Artifact of the week: Stars
Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]

Fly City 2.0
I have just finished the drawing of Ms X and the colouring of Fly City which will be the background of the main menu of “Terminal” and I thought I would just show you how it turned out. First a little recap of what it used to look like.
Here it is complete with colour and Ms X.
The colours I have picked from our mood board, trying to incorporate […]

Fly City 2.0
I have just finished the drawing of Ms X and the colouring of Fly City which will be the background of the main menu of “Terminal” and I thought I would just show you how it turned out. First a little recap of what it used to look like.
Here it is complete with colour and Ms X.
The colours I have picked from our mood board, trying to incorporate […]

Project Aurora, post 9, (Blog Assignment 5) Darkness in the deep
In our game it gets darker the deeper you go in the ocean and I was tasked to implement this feature because I had already worked with the camera and the black filter that covers the view (see earlier posts).
My first thought was to implement this so the changes of opacity are only happening where the camera is but I started with asking my fellow group mates and class mates how they would go about doing this. All of them […]

Project Aurora, post 9, (Blog Assignment 5) Darkness in the deep
In our game it gets darker the deeper you go in the ocean and I was tasked to implement this feature because I had already worked with the camera and the black filter that covers the view (see earlier posts).
My first thought was to implement this so the changes of opacity are only happening where the camera is but I started with asking my fellow group mates and class mates how they would go about doing this. All of them […]
Before the Beta. Day 1
First day of the week. We decided to do late evenings until Thursday rather than having to do it all on Thursday night(again).
Today i did the mistake of going after Oliver when updating Git and therefor had to adjust mu code with the changes he had made in his which took over an hour and because of me messing up my updates i ended up wiping part of what i had done during the day and i had to redo […]
Before the Beta. Day 1
First day of the week. We decided to do late evenings until Thursday rather than having to do it all on Thursday night(again).
Today i did the mistake of going after Oliver when updating Git and therefor had to adjust mu code with the changes he had made in his which took over an hour and because of me messing up my updates i ended up wiping part of what i had done during the day and i had to redo […]
Time to worry
Today we had a play testing session during the afternoon but we had to use the more buddy version of the game since Oliver was sick and his computer was the only one who inexplicably was able to run the game without a few major bugs. And such our game was once again not shown from it’s best side but i think we did alright anyways. What’s important right now is to get a bunch of stuff in the game […]
Time to worry
Today we had a play testing session during the afternoon but we had to use the more buddy version of the game since Oliver was sick and his computer was the only one who inexplicably was able to run the game without a few major bugs. And such our game was once again not shown from it’s best side but i think we did alright anyways. What’s important right now is to get a bunch of stuff in the game […]
Visuell Feedback
Hej igen, jag har denna vecka suttit och pillat med visuell feedback. Jag började veckan med att sätta mig ner och börja klura på hur jag skulle få animationer att fungera. Min första tanke var att använda mig av kod jag har skrivit till spelprogrammering1 men detta misslyckades fatalt, av anledningar som ingen verkar kunna lista ut. Det hela funkar som så att jag har en textfil som berättar vad av en bild som ska visas och detta laddas in […]
Visuell Feedback
Hej igen, jag har denna vecka suttit och pillat med visuell feedback. Jag började veckan med att sätta mig ner och börja klura på hur jag skulle få animationer att fungera. Min första tanke var att använda mig av kod jag har skrivit till spelprogrammering1 men detta misslyckades fatalt, av anledningar som ingen verkar kunna lista ut. Det hela funkar som så att jag har en textfil som berättar vad av en bild som ska visas och detta laddas in […]
Arriving in Nynäshamn
This weekend I’m attending to Swedish Game Awards Conference. It’s a conference that has attracted many bug developers and that are going to present different talks.
As I’m writing this we’re heading toward Stockholm, Flemingsberg. Soon I can take a break from the traveling and refreshed up in our hotel room that I share with my girlfriend! Much needed before a weekend of different and interesting talks!
Yours sincerely, Oskar.
Arriving in Nynäshamn
This weekend I’m attending to Swedish Game Awards Conference. It’s a conference that has attracted many bug developers and that are going to present different talks.
As I’m writing this we’re heading toward Stockholm, Flemingsberg. Soon I can take a break from the traveling and refreshed up in our hotel room that I share with my girlfriend! Much needed before a weekend of different and interesting talks!
Yours sincerely, Oskar.
Arriving in Nynäshamn
This weekend I’m attending to Swedish Game Awards Conference. It’s a conference that has attracted many bug developers and that are going to present different talks.
As I’m writing this we’re heading toward Stockholm, Flemingsberg. Soon I can take a break from the traveling and refreshed up in our hotel room that I share with my girlfriend! Much needed before a weekend of different and interesting talks!
Yours sincerely, Oskar.
Arriving in Nynäshamn
This weekend I’m attending to Swedish Game Awards Conference. It’s a conference that has attracted many bug developers and that are going to present different talks.
As I’m writing this we’re heading toward Stockholm, Flemingsberg. Soon I can take a break from the traveling and refreshed up in our hotel room that I share with my girlfriend! Much needed before a weekend of different and interesting talks!
Yours sincerely, Oskar.

Onwards! SGA conference
I am now in the train from my home town nykoping to Flemingsberg, where Swedish game conference is to be held.
During the conference a series of talks will be held. My aim is to recive and reflect over the talks. I am mainly going to focus on the design and production.
There is not much I can tell when i’ve not arrived at the the site. But first of is Linnea Harrison from DICE. On the site it says that […]

Onwards! SGA conference
I am now in the train from my home town nykoping to Flemingsberg, where Swedish game conference is to be held.
During the conference a series of talks will be held. My aim is to recive and reflect over the talks. I am mainly going to focus on the design and production.
There is not much I can tell when i’ve not arrived at the the site. But first of is Linnea Harrison from DICE. On the site it says that […]
Onwards! SGA conference
I am now in the train from my home town nykoping to Flemingsberg, where Swedish game conference is to be held.
During the conference a series of talks will be held. My aim is to recive and reflect over the talks. I am mainly going to focus on the design and production.
There is not much I can tell when i’ve not arrived at the the site. But first of is Linnea Harrison from DICE. On the site it says that […]
Onwards! SGA conference
I am now in the train from my home town nykoping to Flemingsberg, where Swedish game conference is to be held.
During the conference a series of talks will be held. My aim is to recive and reflect over the talks. I am mainly going to focus on the design and production.
There is not much I can tell when i’ve not arrived at the the site. But first of is Linnea Harrison from DICE. On the site it says that […]