Browsing '2013': Students starting in 2013

Tamarrion, post 6

This week we focused on putting out the most polished art assets possible to make the GGC screenshot deadline. The majority of time this week was spent baking and putting together textures for our environment and characters.


A lighting test from earlier this week, not using our final shaders.

Baring some polish work, the Boss’s diffuse, normal and ambient occlusion textures are now complete. He also has an emissive texture to make his eyes glow, complete with some bloom we […]

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Program: Graphics

Tamarrion, post 6

This week we focused on putting out the most polished art assets possible to make the GGC screenshot deadline. The majority of time this week was spent baking and putting together textures for our environment and characters.


A lighting test from earlier this week, not using our final shaders.

Baring some polish work, the Boss’s diffuse, normal and ambient occlusion textures are now complete. He also has an emissive texture to make his eyes glow, complete with some bloom we […]

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Program: Graphics

BGP – Screen shots & Logo

Hello!
As this Friday was deadline for several things such as the logo and screenshots etc. this is mostly what I have done this week including some different textures for the cars.
First I want to show you our screenshots from our last build:

These screenshots clearly shows out main key feature the dual track system with to parallel tracks which you can switch between at a single button press. The track is going to be […]

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Program: Graphics

BGP – Screen shots & Logo

Hello!
As this Friday was deadline for several things such as the logo and screenshots etc. this is mostly what I have done this week including some different textures for the cars.
First I want to show you our screenshots from our last build:

These screenshots clearly shows out main key feature the dual track system with to parallel tracks which you can switch between at a single button press. The track is going to be […]

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Program: Graphics

Big Game Project: Week Four

Apologies for the late report! This will cover what I did during the –fourth- week of the project that is the one previous to this.
Week four was a bit of an obstacle course for me involving the implementation of a Skybox in Unity. While the act itself was simple enough the Lead Designer wished for us to utilise a 3D Skybox in the manner that is found in the Source engine and its related games where the 3D scene is […]

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Program: Graphics

Big Game Project: Week Four

Apologies for the late report! This will cover what I did during the –fourth- week of the project that is the one previous to this.
Week four was a bit of an obstacle course for me involving the implementation of a Skybox in Unity. While the act itself was simple enough the Lead Designer wished for us to utilise a 3D Skybox in the manner that is found in the Source engine and its related games where the 3D scene is […]

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Program: Graphics

BGP Week 6: Beautiful World

The level is finally starting to look finished. The environment has been furnished with textures and props, and all spells, while still requiring a lot of polish, have been implemented. It actually surprised me, how good the game looked when the graphics were implemented. At first I was worried it would be difficult to get the color progression right throughout the level. However, with Unreal’s lighting, it turned out beautifully. I can see why the engine is called “Unreal”.

I have […]

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Program: Graphics

BGP Week 6: Beautiful World

The level is finally starting to look finished. The environment has been furnished with textures and props, and all spells, while still requiring a lot of polish, have been implemented. It actually surprised me, how good the game looked when the graphics were implemented. At first I was worried it would be difficult to get the color progression right throughout the level. However, with Unreal’s lighting, it turned out beautifully. I can see why the engine is called “Unreal”.

I have […]

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Program: Graphics

Week 5

This week has been hectic to say the least, we’ve been working on a lot. In order to show the massive improvements we’ve made all together, I made a video.

For the A.I part.
I made minor changes for the first A.I by taking away the hear function and the guard target. The first enemy A.I now only sits in the shadow, waiting for you to appear in their view range and then moving into position to start attacking.
Relatively simple. There are […]

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Program: Programming

Week 5

This week has been hectic to say the least, we’ve been working on a lot. In order to show the massive improvements we’ve made all together, I made a video.

For the A.I part.
I made minor changes for the first A.I by taking away the hear function and the guard target. The first enemy A.I now only sits in the shadow, waiting for you to appear in their view range and then moving into position to start attacking.
Relatively simple. There are […]

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Program: Programming

Big Game Project Week 5-6

So i forgot to write a blogpost last week so this one will be about both weeks.
I have been working on the the boss, the second enemy and props for the world. I will mostly talk about the boss and enemy in this one.
I have finished the final mesh for the boss. It have been, not hard but tiring. I have had to make hom as smooth as our main character, and he is two times as tall, so there […]

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Program: Graphics

Big Game Project Week 5-6

So i forgot to write a blogpost last week so this one will be about both weeks.
I have been working on the the boss, the second enemy and props for the world. I will mostly talk about the boss and enemy in this one.
I have finished the final mesh for the boss. It have been, not hard but tiring. I have had to make hom as smooth as our main character, and he is two times as tall, so there […]

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Program: Graphics

Scrap Pirates – Week 6

The sixth week has come to the last day and it’s soon to be only two weeks left. Today we will have our second open play testing and next week will be beta. Things are steadily progressing forward and features keep getting implemented and iterated.
I will firstly present my reiteration of the door panel. We wanted it to grab the attention of players more and communicate it’s purpose more clearly, so I added hands in the center of the panel. […]

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Program: Graphics

Scrap Pirates – Week 6

The sixth week has come to the last day and it’s soon to be only two weeks left. Today we will have our second open play testing and next week will be beta. Things are steadily progressing forward and features keep getting implemented and iterated.
I will firstly present my reiteration of the door panel. We wanted it to grab the attention of players more and communicate it’s purpose more clearly, so I added hands in the center of the panel. […]

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Program: Graphics

Middle of the day pre-beta post

We’ve ran into a bit of a snag right now which means i can’t start working on handling spells inside the player class until the spells have been added. Because of this and the fact that i might have to stay a bit late tonight to get everything done for tomorrow’s playtesting i’m writing a blog post in the middle of the day.
We had a slow day yesterday, the only thing i managed to commit was the player actually rotating […]

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Program: Programming

Middle of the day pre-beta post

We’ve ran into a bit of a snag right now which means i can’t start working on handling spells inside the player class until the spells have been added. Because of this and the fact that i might have to stay a bit late tonight to get everything done for tomorrow’s playtesting i’m writing a blog post in the middle of the day.
We had a slow day yesterday, the only thing i managed to commit was the player actually rotating […]

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Program: Programming

BGP Week 4 – Soar Currents

One of the main features of Clouds Below, is the ability to unfold your wings, and soar on the wind. Initially it was intended that this could be used anywhere, but due to its game breaking ability, allowing the player to go anywhere, we decided that it had to be restricted in some way. Since the vertical slice is a linear puzzle platforming experience, where we want the player to go to specific places, in a specific order, we decided […]

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Program: Graphics

BGP Week 4 – Soar Currents

One of the main features of Clouds Below, is the ability to unfold your wings, and soar on the wind. Initially it was intended that this could be used anywhere, but due to its game breaking ability, allowing the player to go anywhere, we decided that it had to be restricted in some way. Since the vertical slice is a linear puzzle platforming experience, where we want the player to go to specific places, in a specific order, we decided […]

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Program: Graphics

Big Game Project, Week 4

Hi,
I’m a bit late with this post but this is for week 4 of the project. So this week (previous week) I was put on handling AI so I have put the menu and HUD stuff on hold for now. So lets dive into behavior trees!


For AI we will use Unreals built in behavior tree. The behavior tree in Unreal is a very big plus for the Unreal engine because it makes this so much more […]

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Program: Programming

Big Game Project, Week 4

Hi,
I’m a bit late with this post but this is for week 4 of the project. So this week (previous week) I was put on handling AI so I have put the menu and HUD stuff on hold for now. So lets dive into behavior trees!


For AI we will use Unreals built in behavior tree. The behavior tree in Unreal is a very big plus for the Unreal engine because it makes this so much more […]

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Program: Programming

Late Post for week 5

Last week was the alpha week. The feedback we got, and the experience we saw the people playing our game had, made us realise that we had to rethink our level design. After the alpha we started a new level from scratch, focusing on learning the player how mechanics work. We did this by making sure we introduced new mechanics on their own, not combined with another mechanic. We brought some fellow students to try out our new level and […]

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Program: Graphics

Late Post for week 5

Last week was the alpha week. The feedback we got, and the experience we saw the people playing our game had, made us realise that we had to rethink our level design. After the alpha we started a new level from scratch, focusing on learning the player how mechanics work. We did this by making sure we introduced new mechanics on their own, not combined with another mechanic. We brought some fellow students to try out our new level and […]

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Program: Graphics

Arrows and black holes

A good day today but i’m beat. Starting off, we synchronized our changes in the player class, then I put the finishing touches on the stick indicators. After that we discussed how to give the player feedback when completing the input for a spell. In the end we settled for displaying an arrow on top of the indicator for a short period after completing the movement.
The thing i wrestled with most of the day was making the image on the […]

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Program: Programming

Arrows and black holes

A good day today but i’m beat. Starting off, we synchronized our changes in the player class, then I put the finishing touches on the stick indicators. After that we discussed how to give the player feedback when completing the input for a spell. In the end we settled for displaying an arrow on top of the indicator for a short period after completing the movement.
The thing i wrestled with most of the day was making the image on the […]

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Program: Programming