Browsing '2014 ': Students starting in 2014

Week 6-8

Hello everyone!
This post will cover three weeks, and these in these three weeks we have finished the game for Gotland Game Conference (GGC), held a pitch for the jury and showcased our game at GGC. I also started on the final postmortem.
I will not go in great detail on the last week of production, but it was mostly adding a finishing touch on the level design, UI elements and the tutorial.
As we didn’t have that much time the tutorial was […]

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Program: Programming

Week 6-8

Hello everyone!
This post will cover three weeks, and these in these three weeks we have finished the game for Gotland Game Conference (GGC), held a pitch for the jury and showcased our game at GGC. I also started on the final postmortem.
I will not go in great detail on the last week of production, but it was mostly adding a finishing touch on the level design, UI elements and the tutorial.
As we didn’t have that much time the tutorial was […]

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Program: Programming

Summertime 3D-fun: Part 1 – The Model

For a while now I have been working on Tim Bergholtz’s tutorial for an AKM 47 in 3DsMax (https://gumroad.com/timb) to learn more about hardsurface modeling techniques and the modeling-part itself is slowly being wrapped-up (going into 7,5 hours of UV-unwrapping-material wiee!).

So, because my memory is short and goldfish-shaped, what follows are some in-process pictures and notes taken on some of the more complex and new (for me) aspects of creating this model for future projects. The approach was to divide […]

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Program: Graphics

Summertime 3D-fun: Part 1 – The Model

For a while now I have been working on Tim Bergholtz’s tutorial for an AKM 47 in 3DsMax (https://gumroad.com/timb) to learn more about hardsurface modeling techniques and the modeling-part itself is slowly being wrapped-up (going into 7,5 hours of UV-unwrapping-material wiee!).

So, because my memory is short and goldfish-shaped, what follows are some in-process pictures and notes taken on some of the more complex and new (for me) aspects of creating this model for future projects. The approach was to divide […]

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Program: Graphics

Detta är ett blogginlägg

Det här är ditt nya blogginlägg. Vi har lagt till denna text och bild som exempel på vad du kan göra. Nu är det bara för dig att skriva din egna text, lägga in bilder, video&#0133 ja, vad som helst. Du kan ändra allt och även ta bort det du inte vill ha.
 
För att redigera denna text, peka här och klicka på knappen ”Redigera text”. Bilden kan du ändra eller ta bort i ”Ändra bild”. För att dra in nya […]

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Program: Graphics

Detta är ett blogginlägg

Det här är ditt nya blogginlägg. Vi har lagt till denna text och bild som exempel på vad du kan göra. Nu är det bara för dig att skriva din egna text, lägga in bilder, video&#0133 ja, vad som helst. Du kan ändra allt och även ta bort det du inte vill ha.
 
För att redigera denna text, peka här och klicka på knappen ”Redigera text”. Bilden kan du ändra eller ta bort i ”Ändra bild”. För att dra in nya […]

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Program: Graphics

Can a game make you sleep better? 2.0

Hello and welcome back to my daily blog-spamming!
 
It occurred to me that I haven’t talked a lot about the actual game we made during the project, except for the short introduction that I gave in this post. In short, Slumber is a game that is supposed to help the player sleep. It’s intended to be played on a smartphone or a tablet, in bed, before going to sleep.
In my last post I promised to explain what a nudibranch […]

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Program: Graphics

Can a game make you sleep better? 2.0

Hello and welcome back to my daily blog-spamming!
 
It occurred to me that I haven’t talked a lot about the actual game we made during the project, except for the short introduction that I gave in this post. In short, Slumber is a game that is supposed to help the player sleep. It’s intended to be played on a smartphone or a tablet, in bed, before going to sleep.
In my last post I promised to explain what a nudibranch […]

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Program: Graphics

Watercolour fish

Happy friday everyone!
 
In my last post I talked some about how to make the Slumber fish in 3D, including modelling, rigging, and animation. Today I’m going to talk a bit more about the same fish, but focusing on the textures instead! As an example I will go through the process of creating the juvenile Koran Angelfish below (credit to http://fishy-bizness.com/ for the picture). We chose to depict the juvenile version because it has a much more clear and readable pattern […]

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Program: Graphics

Watercolour fish

Happy friday everyone!
 
In my last post I talked some about how to make the Slumber fish in 3D, including modelling, rigging, and animation. Today I’m going to talk a bit more about the same fish, but focusing on the textures instead! As an example I will go through the process of creating the juvenile Koran Angelfish below (credit to http://fishy-bizness.com/ for the picture). We chose to depict the juvenile version because it has a much more clear and readable pattern […]

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Program: Graphics

Quick fish in 3DS Max and Unity

Hello again!
 
Two weeks has now passed since Gotland Game Conference, and I’ve spent [insert relatively large measurement of time here] eating delicious noodle soups and writing the obligatory report that comes with the course. Now I have some blogging to do, so I thought I might explain how the Slumber fish came to be! Excited?? Great! Here goes.
Slumber is a 3D game, so naturally the fish must be in 3D. That means we will need a mesh, textures, and animations. Since we wanted the […]

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Program: Graphics

Quick fish in 3DS Max and Unity

Hello again!
 
Two weeks has now passed since Gotland Game Conference, and I’ve spent [insert relatively large measurement of time here] eating delicious noodle soups and writing the obligatory report that comes with the course. Now I have some blogging to do, so I thought I might explain how the Slumber fish came to be! Excited?? Great! Here goes.
Slumber is a 3D game, so naturally the fish must be in 3D. That means we will need a mesh, textures, and animations. Since we wanted the […]

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Program: Graphics

Big Game Project – Last Blog Post

The project is now over. There are plans to keep working on the game, but nothing is decided. I have learned a lot from making this game and I am proud of what we managed to accomplish in eight weeks. I worked a lot with audio which is something the education hasn’t covered at all and I think it turned out great considering the limited time I put into it. I also learned a lot more about Unity which seems […]

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Program: Programming

Big Game Project – Last Blog Post

The project is now over. There are plans to keep working on the game, but nothing is decided. I have learned a lot from making this game and I am proud of what we managed to accomplish in eight weeks. I worked a lot with audio which is something the education hasn’t covered at all and I think it turned out great considering the limited time I put into it. I also learned a lot more about Unity which seems […]

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Program: Programming

Serfs

The serfs required even less time and work than the wedding guests. For the actual animation, at least. More sprites had to be organized, rescaled and cropped in Photoshop before being implemented but not as much work was necessary in order to animate them. The scene consisted of three serfs working a huge bellow for Ilmarinen’s smithy. They only needed one animation: The serfs had to hold a rod for the bellow, going up and down with it. This animation […]

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Program: Graphics

Serfs

The serfs required even less time and work than the wedding guests. For the actual animation, at least. More sprites had to be organized, rescaled and cropped in Photoshop before being implemented but not as much work was necessary in order to animate them. The scene consisted of three serfs working a huge bellow for Ilmarinen’s smithy. They only needed one animation: The serfs had to hold a rod for the bellow, going up and down with it. This animation […]

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Program: Graphics

Wedding guests

As planned from the moment of animating Väinämöinen the sprites of the wedding guests were assigned to a previously existing skeleton. However, they were assigned to the skeleton used to animate Ilmarinen, not Väinämöinen, since Ilmarinen’s skeleton was more sophisticated than Väinämöinen’s. Väinämöinen, for example, lacked a neck, since it would not be visible behind his beard. Rather, the male wedding guests were assigned to Ilmarinen’s skeleton. For the female ones I created a new skeleton exclusively for their models, […]

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Program: Graphics

Wedding guests

As planned from the moment of animating Väinämöinen the sprites of the wedding guests were assigned to a previously existing skeleton. However, they were assigned to the skeleton used to animate Ilmarinen, not Väinämöinen, since Ilmarinen’s skeleton was more sophisticated than Väinämöinen’s. Väinämöinen, for example, lacked a neck, since it would not be visible behind his beard. Rather, the male wedding guests were assigned to Ilmarinen’s skeleton. For the female ones I created a new skeleton exclusively for their models, […]

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Program: Graphics

Frog Minion

With the frog minion I had the exact opposite task as with the wolf. In this case the smaller frog enemy had to become lighter than its sibling. Since all animations that were needed for the minion was already created for the boss I merely had to refer to the animations of the latter. Because the anatomy of the two frogs, in terms of the size, scale and shape of the sprites, was different enough to require two separate skeletons […]

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Program: Graphics

Frog Minion

With the frog minion I had the exact opposite task as with the wolf. In this case the smaller frog enemy had to become lighter than its sibling. Since all animations that were needed for the minion was already created for the boss I merely had to refer to the animations of the latter. Because the anatomy of the two frogs, in terms of the size, scale and shape of the sprites, was different enough to require two separate skeletons […]

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Program: Graphics

Frog Boss

After having studied the movements and the anatomy of frogs jumping I began animating the frog boss. Because the anatomy of the wolf had not been as correct as it could have been the Character Designer and I worked together to make sure that the frog enemies would be able to be animated properly. The frog boss was the final enemy the players would have to defeat in order to complete the vertical slice. Given that, he had to be […]

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Program: Graphics

Frog Boss

After having studied the movements and the anatomy of frogs jumping I began animating the frog boss. Because the anatomy of the wolf had not been as correct as it could have been the Character Designer and I worked together to make sure that the frog enemies would be able to be animated properly. The frog boss was the final enemy the players would have to defeat in order to complete the vertical slice. Given that, he had to be […]

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Program: Graphics

Wolf

One of the first enemies the players would encounter were wild wolves. I managed to acquire template images for running and jumping canines and based my animations on those templates for those specific animations. For the attack, heavy attack, idle, knockback and death animations I was forced to improvise based on the shape and size of the sprites in comparison to the skeleton of the wolf and references consisting of video materials depicting wolves in sanctuaries. I took some liberties […]

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Program: Graphics

Wolf

One of the first enemies the players would encounter were wild wolves. I managed to acquire template images for running and jumping canines and based my animations on those templates for those specific animations. For the attack, heavy attack, idle, knockback and death animations I was forced to improvise based on the shape and size of the sprites in comparison to the skeleton of the wolf and references consisting of video materials depicting wolves in sanctuaries. I took some liberties […]

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Program: Graphics