Browsing '2013': Students starting in 2013

3D Crates and stuff
This week in the 3D course, we worked with creating three crates in 3 different themes, we chose what themes we wanted to use from five given to us. They were 1) Sci-fi, 2) Urban contemporary, 3) Post-apocalyptic, 4) Medieval, 5) Cartoony.
For my first crate I made a milk crate in a Sci-fi theme
In this theme if you look at other games you see a lot of sharp and beveled edges, and hard surfaces.
Here’s a screenshot from Halo and star […]

3D Crates and stuff
This week in the 3D course, we worked with creating three crates in 3 different themes, we chose what themes we wanted to use from five given to us. They were 1) Sci-fi, 2) Urban contemporary, 3) Post-apocalyptic, 4) Medieval, 5) Cartoony.
For my first crate I made a milk crate in a Sci-fi theme
In this theme if you look at other games you see a lot of sharp and beveled edges, and hard surfaces.
Here’s a screenshot from Halo and star […]

3D Crates and stuff
This week in the 3D course, we worked with creating three crates in 3 different themes, we chose what themes we wanted to use from five given to us. They were 1) Sci-fi, 2) Urban contemporary, 3) Post-apocalyptic, 4) Medieval, 5) Cartoony.
For my first crate I made a milk crate in a Sci-fi theme
In this theme if you look at other games you see a lot of sharp and beveled edges, and hard surfaces.
Here’s a screenshot from Halo and star […]

3D Crates and stuff
This week in the 3D course, we worked with creating three crates in 3 different themes, we chose what themes we wanted to use from five given to us. They were 1) Sci-fi, 2) Urban contemporary, 3) Post-apocalyptic, 4) Medieval, 5) Cartoony.
For my first crate I made a milk crate in a Sci-fi theme
In this theme if you look at other games you see a lot of sharp and beveled edges, and hard surfaces.
Here’s a screenshot from Halo and star […]

Week 37: Visual Styles in Games and Creating Simple 3D Game Assets
This week we’ve been through the menus and tools in 3DS Max to a greater extent, to then apply what we’ve learned onto various objects that we make. Namely crates. Having several themes to choose from, I made an attempt to create objects from an Urban, Cartoon and Sci-Fi setting. Not just because they were the easiest to distinguish between, but also because they would enable me to experiment a lot more with shapes in very distinct ways.
Urban
Characteristics:
Cheap
Lack of […]

Week 37: Visual Styles in Games and Creating Simple 3D Game Assets
This week we’ve been through the menus and tools in 3DS Max to a greater extent, to then apply what we’ve learned onto various objects that we make. Namely crates. Having several themes to choose from, I made an attempt to create objects from an Urban, Cartoon and Sci-Fi setting. Not just because they were the easiest to distinguish between, but also because they would enable me to experiment a lot more with shapes in very distinct ways.
Urban
Characteristics:
Cheap
Lack of […]

Crates of the Third Dimension
For our lates 3D assignment we’ve been tasked with modelling crates with different themes.
Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.
Fallout […]

Crates of the Third Dimension
For our lates 3D assignment we’ve been tasked with modelling crates with different themes.
Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.
Fallout […]

Crates of the Third Dimension
For our lates 3D assignment we’ve been tasked with modelling crates with different themes.
Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.
Fallout […]

Crates of the Third Dimension
For our lates 3D assignment we’ve been tasked with modelling crates with different themes.
Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.
Fallout […]

Board Game Analysis: “Drakborgen” (Dungeonquest)
Introduction
‘Drakborgen’ is a two to four player board game were each player controls a character of choice, navigating through a maze. The goal is to scavenge for loot while avoiding traps, fighting monsters and possibly also other players (depending on which rules you play with). Ultimately, the players must try to escape the castle with the highest gold worth of treasure before the time runs out.
The game board consists of 9 x 9 square tiles. Each tile have two hidden cards (except the four far corner […]

Board Game Analysis: “Drakborgen” (Dungeonquest)
Introduction
‘Drakborgen’ is a two to four player board game were each player controls a character of choice, navigating through a maze. The goal is to scavenge for loot while avoiding traps, fighting monsters and possibly also other players (depending on which rules you play with). Ultimately, the players must try to escape the castle with the highest gold worth of treasure before the time runs out.
The game board consists of 9 x 9 square tiles. Each tile have two hidden cards (except the four far corner […]
Board Game Analysis: Battlestar Galactica the Board Game
Like worrying about the past and the receding hairlines of today, the time to get back to blogging is long overdue.
In this wholesome and decidedly un-spoilerly blog post we’ll be having the pleasure of analysing Battlestar Galactica: the Board Game. What joy!
The best of the beast:
As a starter, one must say, without any doubt whatsoever that the build-up is the best part of BSGtBG. The journey, rather than the destination, is the most sublime, entertaining and thought-provoking part of this […]
Board Game Analysis: Battlestar Galactica the Board Game
Like worrying about the past and the receding hairlines of today, the time to get back to blogging is long overdue.
In this wholesome and decidedly un-spoilerly blog post we’ll be having the pleasure of analysing Battlestar Galactica: the Board Game. What joy!
The best of the beast:
As a starter, one must say, without any doubt whatsoever that the build-up is the best part of BSGtBG. The journey, rather than the destination, is the most sublime, entertaining and thought-provoking part of this […]

Game System Analysis – Drakborgen
The box of the game, the title roughly translates to “Dragoncastle”. This is the swedish remastered version and the english version is called Dungeonquest.
Drakborgen is a fantasy themed strategy game where the goal is to gather treasures that has the most worth and then escape the castle alive. Two to four players enter the castle, but between the play sessions that I’ve had, only one or two players made it out alive.
Core Mechanics
There are multiple smaller systems which […]

Game System Analysis – Drakborgen
The box of the game, the title roughly translates to “Dragoncastle”. This is the swedish remastered version and the english version is called Dungeonquest.
Drakborgen is a fantasy themed strategy game where the goal is to gather treasures that has the most worth and then escape the castle alive. Two to four players enter the castle, but between the play sessions that I’ve had, only one or two players made it out alive.
Core Mechanics
There are multiple smaller systems which […]
Board game analysis
Munchkins analysis
The following is an analysis of the tabletop/board game Munchkins – Pathfinder edition.
Rules and background
Munchkin is a tabletop card game that’s supposed to be played with several people of pretty much any age. The word munchkin is derived from the world of tabletop roleplaying games and means something along the lines of:
A player, who plays a normally co-operative game in an extremely aggressive manner to amass the most power, gold and monster kills no matter how repulsive or […]
Board game analysis
Munchkins analysis
The following is an analysis of the tabletop/board game Munchkins – Pathfinder edition.
Rules and background
Munchkin is a tabletop card game that’s supposed to be played with several people of pretty much any age. The word munchkin is derived from the world of tabletop roleplaying games and means something along the lines of:
A player, who plays a normally co-operative game in an extremely aggressive manner to amass the most power, gold and monster kills no matter how repulsive or […]
Board game Analysis, Carcassonne
Carcassonne is a well known board game released in the year 2000. Set in the medieval age, the players try to occupy as much of the land as possible. Roads, farms, cities and cloisters are all fought over in an attempt to come out with the most points in the end.
Objects
The main objects in Carcassonne are the terrain tiles, which are used to build the board, and the followers, which are used to gain points. Each player starts with a […]
Board game Analysis, Carcassonne
Carcassonne is a well known board game released in the year 2000. Set in the medieval age, the players try to occupy as much of the land as possible. Roads, farms, cities and cloisters are all fought over in an attempt to come out with the most points in the end.
Objects
The main objects in Carcassonne are the terrain tiles, which are used to build the board, and the followers, which are used to gain points. Each player starts with a […]

Munchkin Analysis
IntroductionSo I got this awesome assignment from school to play a board game with some classmates and analyze it, what better game to play than Munchkin. I will now take a look at the card game Munchkin and try to analyze it. For those of you who haven’t heard of Munchkin before I’ll try to explain what it is. Munchkin is a highly competitive card game with a comical twist. If you’ve played it before I’m sure you know what […]

Munchkin Analysis
IntroductionSo I got this awesome assignment from school to play a board game with some classmates and analyze it, what better game to play than Munchkin. I will now take a look at the card game Munchkin and try to analyze it. For those of you who haven’t heard of Munchkin before I’ll try to explain what it is. Munchkin is a highly competitive card game with a comical twist. If you’ve played it before I’m sure you know what […]
Board Game Analysis: Battlestar Galactica the Board Game
Like worrying about the past and the receding hairlines of today, the time to get back to blogging is long overdue.
In this wholesome and decidedly un-spoilerly blog post we’ll be having the pleasure of analysing Battlestar Galactica: the Board Game. What joy!
The best of the beast:
As a starter, one must say, without any doubt whatsoever that the build-up is the best part of BSGtBG. The journey, rather than the destination, is the most sublime, entertaining and thought-provoking part of this […]
Board Game Analysis: Battlestar Galactica the Board Game
Like worrying about the past and the receding hairlines of today, the time to get back to blogging is long overdue.
In this wholesome and decidedly un-spoilerly blog post we’ll be having the pleasure of analysing Battlestar Galactica: the Board Game. What joy!
The best of the beast:
As a starter, one must say, without any doubt whatsoever that the build-up is the best part of BSGtBG. The journey, rather than the destination, is the most sublime, entertaining and thought-provoking part of this […]