Browsing '2014 ': Students starting in 2014

The eighth passenger of Icaros 1
Going from white, sterile spaceship interiors to slimy (probably unhygienic) alien stowaways; I was put in charge of designing and animating the first enemy the player will encounter in the game. The original concept document already had completed enemy designs but the group found them to be more adorable than terrifying, which did not really match the tone we were going for. One of the main aesthetics of the game is the dark and haunting atmosphere of being aboard a […]

The eighth passenger of Icaros 1
Going from white, sterile spaceship interiors to slimy (probably unhygienic) alien stowaways; I was put in charge of designing and animating the first enemy the player will encounter in the game. The original concept document already had completed enemy designs but the group found them to be more adorable than terrifying, which did not really match the tone we were going for. One of the main aesthetics of the game is the dark and haunting atmosphere of being aboard a […]

Mole-directions and digging-animation
In the fifth week of development, me and the team prepare ourselves for the alpha presentation on friday.
During friday last week, I was finaly done with the mole sprite ones and for all. Here’s his final look.
I finished fixing his left arm and some minor parts of his body. Now he looks like a fully fletched character.
After friday, during the weekend, I spent the time in my home on the mainland and this was really lucky […]

Mole-directions and digging-animation
In the fifth week of development, me and the team prepare ourselves for the alpha presentation on friday.
During friday last week, I was finaly done with the mole sprite ones and for all. Here’s his final look.
I finished fixing his left arm and some minor parts of his body. Now he looks like a fully fletched character.
After friday, during the weekend, I spent the time in my home on the mainland and this was really lucky […]
Implementing footstep sound effects
Last week I designed some footstep sound effects. One of the tasks I had this week was to implement them into the playable alpha version of our game. I started by cutting up the footstep sound file into 6 short files, each with a separate footstep. I wanted a system that plays sounds with a set interval that depends on the speed of the enemy, and I also wanted it to randomly select one of […]
Implementing footstep sound effects
Last week I designed some footstep sound effects. One of the tasks I had this week was to implement them into the playable alpha version of our game. I started by cutting up the footstep sound file into 6 short files, each with a separate footstep. I wanted a system that plays sounds with a set interval that depends on the speed of the enemy, and I also wanted it to randomly select one of […]

Level design & presentation
Second post of this project!
There really won’t be much to write about this past week since the weekend went to other things and then I got struck by a pretty nasty cold. I only got to work on things related to the project these last few days.
What I did work on was drafts of a few ideas for the level design and the alpha presentation.
The level design drafts was basically a few ideas put down on paper about how we […]

Level design & presentation
Second post of this project!
There really won’t be much to write about this past week since the weekend went to other things and then I got struck by a pretty nasty cold. I only got to work on things related to the project these last few days.
What I did work on was drafts of a few ideas for the level design and the alpha presentation.
The level design drafts was basically a few ideas put down on paper about how we […]

Blogpost no. 2: Power Ups / Uppgraderingar
Tjenare,
Ikväll tänkte jag ta inlägget på svenska istället. Lite variation skadar ju inte!
Så, under den här veckan har jag återigen arbetat med ett par olika artefakter. Men mitt ansvarsområde har varit power ups, eller tillfälliga uppgraderingar.
En power up är en funktion som finns i många spel där man genom att interagera med vissa saker får extra mycket kraft på något sätt. Man får ett tillfälligt övertag över sin motståndare.
Som krav i vår uppgift så skall man ha med power ups, […]

Blogpost no. 2: Power Ups / Uppgraderingar
Tjenare,
Ikväll tänkte jag ta inlägget på svenska istället. Lite variation skadar ju inte!
Så, under den här veckan har jag återigen arbetat med ett par olika artefakter. Men mitt ansvarsområde har varit power ups, eller tillfälliga uppgraderingar.
En power up är en funktion som finns i många spel där man genom att interagera med vissa saker får extra mycket kraft på något sätt. Man får ett tillfälligt övertag över sin motståndare.
Som krav i vår uppgift så skall man ha med power ups, […]

Last Signal – Player Power Ups.
So this week I have been working on implementing the power ups the player while be able to pick up from the world. This was an important feature we needed to have for our presentation of the alpha version of our game.
The Power ups works whit our Room system that then draws them into our world for the player to collect. The room system is described in better detail at (http://antonclasson.com/2015/02/19/last-signal-room-system/). But described in a few words it […]

Last Signal – Player Power Ups.
So this week I have been working on implementing the power ups the player while be able to pick up from the world. This was an important feature we needed to have for our presentation of the alpha version of our game.
The Power ups works whit our Room system that then draws them into our world for the player to collect. The room system is described in better detail at (http://antonclasson.com/2015/02/19/last-signal-room-system/). But described in a few words it […]

Player Avatar – Walk animation
Work on building a game is progressing, and last week I wrote about the test animation I did for the player avatar. Now, before I go into detail about my process while doing the first attempt at a proper animation, let’s do a quick run-through of what the game is really about.
My group, also known as Team 1, are working on the game “The Fancy Mansion Heist” (working title), which is about a burglar breaking into the luxurious mansion of Mr. […]

Player Avatar – Walk animation
Work on building a game is progressing, and last week I wrote about the test animation I did for the player avatar. Now, before I go into detail about my process while doing the first attempt at a proper animation, let’s do a quick run-through of what the game is really about.
My group, also known as Team 1, are working on the game “The Fancy Mansion Heist” (working title), which is about a burglar breaking into the luxurious mansion of Mr. […]

Weekly assignment #2 Enemy Character animations.
Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

Weekly assignment #2 Enemy Character animations.
Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

Weekly assignment #2 Enemy Character animations.
Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

Weekly assignment #2 Enemy Character animations.
Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

Game dev Collision and power ups !
Collision
Early in the week I started to work with the collision function which means the objects (vegetables) should disappear when you hit them. I worked with this function quite a lot, mainly by myself at home. I tested a lot of alternatives and searched for different solutions in literature, at websites etc. I learned a lot and increased my understanding and knowledge but unfortunately I didn´t managed to solve the function. I had a feeling I was very close to […]

Game dev Collision and power ups !
Collision
Early in the week I started to work with the collision function which means the objects (vegetables) should disappear when you hit them. I worked with this function quite a lot, mainly by myself at home. I tested a lot of alternatives and searched for different solutions in literature, at websites etc. I learned a lot and increased my understanding and knowledge but unfortunately I didn´t managed to solve the function. I had a feeling I was very close to […]

Game Production: Feature 2
This week I have been working on our main characters animations. Beginning with the walk cycles and attack specifically. It has been going pretty good, animation is something that I feel I know how to do since I have studied animation before. The hardest part was to make them look good on such a small model. But after some experimentation and trial and error I came up with a technique that I liked and looked good enough for this project.
Production […]

Game Production: Feature 2
This week I have been working on our main characters animations. Beginning with the walk cycles and attack specifically. It has been going pretty good, animation is something that I feel I know how to do since I have studied animation before. The hardest part was to make them look good on such a small model. But after some experimentation and trial and error I came up with a technique that I liked and looked good enough for this project.
Production […]

Powering Up: LightUp
This week I have been working on the first real power-up in out game. Since Ambient Pressure, our game that is, takes place mostly in a dark environment, one of the most valuable things is knowledge of your surroundings, and for this we have the LightUP power-up.
What this power-up does is quite simple: it reveals the entire screen for a moment. This means the player get a much greater visual range, and will be able to spot new paths, threats, […]

Powering Up: LightUp
This week I have been working on the first real power-up in out game. Since Ambient Pressure, our game that is, takes place mostly in a dark environment, one of the most valuable things is knowledge of your surroundings, and for this we have the LightUP power-up.
What this power-up does is quite simple: it reveals the entire screen for a moment. This means the player get a much greater visual range, and will be able to spot new paths, threats, […]