Browsing '2015': Students starting in 2015

Welcome to our ”new” project

Hello and welcome to the ”new” project that im working on.
In the timeframe of 10 weeks we, as a small team, are developing a Puzzle platform horror game called Refracted fate.
Facebook: https://www.facebook.com/RefractedFateGame/
We are at this moment far into the production period, but i wanted to share with you the development process and highlight from both my own, and my groups work.
Im working on this project as both a previously lead designer (we get to that point later)
and 3D artist, so then […]

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Program: Graphics

Welcome to our ”new” project

Hello and welcome to the ”new” project that im working on.
In the timeframe of 10 weeks we, as a small team, are developing a Puzzle platform horror game called Refracted fate.
Facebook: https://www.facebook.com/RefractedFateGame/
We are at this moment far into the production period, but i wanted to share with you the development process and highlight from both my own, and my groups work.
Im working on this project as both a previously lead designer (we get to that point later)
and 3D artist, so then […]

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Program: Graphics

Update#3 recaping a bit.

since i’ve been really bad about updating this blog under this project i’m going to recap the first weeks of production. Mostly for my self as a reminder but also to anyone who reads this blog.
So i kindoff stumbled in to being the level designer of this game by being the one who had to learn how to make a race track.
In the tart we figured we would make a tile system for track and enviroments, this seemed like a […]

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Program: Graphics

Update#3 recaping a bit.

since i’ve been really bad about updating this blog under this project i’m going to recap the first weeks of production. Mostly for my self as a reminder but also to anyone who reads this blog.
So i kindoff stumbled in to being the level designer of this game by being the one who had to learn how to make a race track.
In the tart we figured we would make a tile system for track and enviroments, this seemed like a […]

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Program: Graphics

Big Game Project Post 3

Arrogance kills good game design.
This is my latest revelation during big game project.
During this education we have learnt an abundance of different concepts and principles, and one of these are fail harder, fail faster. It means that you should try if something works or not and get to the point where the game fails as fast as possible so you can fix it or restart. This goes hand in hand with my latest revelation.
Since im the lead design for the […]

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Program: Graphics

Big Game Project Post 3

Arrogance kills good game design.
This is my latest revelation during big game project.
During this education we have learnt an abundance of different concepts and principles, and one of these are fail harder, fail faster. It means that you should try if something works or not and get to the point where the game fails as fast as possible so you can fix it or restart. This goes hand in hand with my latest revelation.
Since im the lead design for the […]

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Program: Graphics

More shaders and animations

During this phase of the project a lot of items where started to  be remade, redone and finished up. One of these items happened to be the shaders, which we found out did not work correctly when we built the game. Fixing this took a long time due to the fact that I had to constantly build the game to test these functions.
During this process all color correction had to be remade and all other image effects as well. The […]

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Program: Graphics

More shaders and animations

During this phase of the project a lot of items where started to  be remade, redone and finished up. One of these items happened to be the shaders, which we found out did not work correctly when we built the game. Fixing this took a long time due to the fact that I had to constantly build the game to test these functions.
During this process all color correction had to be remade and all other image effects as well. The […]

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Program: Graphics

Neon Skies

Week 6
Hello! My name is Erik Levin and I am in the second year of the Game Design, Graphics, program at Uppsala University, Campus Gotland.
Im working on a game called Neon Skies.
This week ive sat with the skinnig and rigging of the 3d perspective character. The procedure is similar to the one with the arms only to a much higher degree.
Weight painting is when you colour how much or how little, movements in one joint will influence the mesh. So […]

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Program: Graphics

Neon Skies

Week 6
Hello! My name is Erik Levin and I am in the second year of the Game Design, Graphics, program at Uppsala University, Campus Gotland.
Im working on a game called Neon Skies.
This week ive sat with the skinnig and rigging of the 3d perspective character. The procedure is similar to the one with the arms only to a much higher degree.
Weight painting is when you colour how much or how little, movements in one joint will influence the mesh. So […]

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Program: Graphics

Part 4: Everything will be sculpted

Like I pointed out in the previous post I learned zbrush prior to this project. When starting the pre production phase I started developing the art style for Rune Mages.
One major matter I wanted to achieve was that Everything in the game will be sculpted. If Everything is sculpted then the art style is much more coherent than if only a couple of objects would be sculpted (this of course depends). As I am aiming for stylised realism I have […]

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Program: Graphics

Part 4: Everything will be sculpted

Like I pointed out in the previous post I learned zbrush prior to this project. When starting the pre production phase I started developing the art style for Rune Mages.
One major matter I wanted to achieve was that Everything in the game will be sculpted. If Everything is sculpted then the art style is much more coherent than if only a couple of objects would be sculpted (this of course depends). As I am aiming for stylised realism I have […]

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Program: Graphics

BGP – Day 33

BETA
Time for beta and having some of our classmates play our game, but before the play test we had a meeting where we would receive feedback on our lighting and materials. This went well and we received a lot of help (note, never use point lights that cast shadows, since this will eat up your frame rate). One thing we discussed was how the silhouette of the level looked very square so i suggested adding some fabric/cloth that could be […]

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Program: Graphics

BGP – Day 33

BETA
Time for beta and having some of our classmates play our game, but before the play test we had a meeting where we would receive feedback on our lighting and materials. This went well and we received a lot of help (note, never use point lights that cast shadows, since this will eat up your frame rate). One thing we discussed was how the silhouette of the level looked very square so i suggested adding some fabric/cloth that could be […]

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Program: Graphics

BGP – Day 32

16 hours
During this day I spent 16 hours at the office trying to get everything into the engine also wanting to work when everyone wasn’t in the office. This is because we can’t add everything to our main level without the risk of destroying the project if what we add is conflicting with each other. This mean that only one can work in the main level at one time. Or we need to be very clear with what we are […]

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Program: Graphics

BGP – Day 32

16 hours
During this day I spent 16 hours at the office trying to get everything into the engine also wanting to work when everyone wasn’t in the office. This is because we can’t add everything to our main level without the risk of destroying the project if what we add is conflicting with each other. This mean that only one can work in the main level at one time. Or we need to be very clear with what we are […]

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Program: Graphics

Island Environment – week 4

For this week i was working on the Island Environment. The good thing is that it is pretty easy to work with that in unreal engine. All the assets that you can see in the screenshot are free and are availible on the internet. With the foilage tool the developer can add a lot of enviroment assets at once. I did not needed to handpick everything and place it inside of the engine.

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Program: Programming

Island Environment – week 4

For this week i was working on the Island Environment. The good thing is that it is pretty easy to work with that in unreal engine. All the assets that you can see in the screenshot are free and are availible on the internet. With the foilage tool the developer can add a lot of enviroment assets at once. I did not needed to handpick everything and place it inside of the engine.

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Program: Programming

Ocean Waves- week 3

Hi,
today iam going to talk about how i was adding the ocean to our project The Wreck deck. I was working on the ocean when i reallized that we wanted to have ocean where things can float on. There are a lot of ways you could approuch this assignment. I startet researching some turtorials on youtube and on the internet.
I found a good one which could help me with my work i will add it in the end of this post. The gerstner […]

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Program: Programming

Ocean Waves- week 3

Hi,
today iam going to talk about how i was adding the ocean to our project The Wreck deck. I was working on the ocean when i reallized that we wanted to have ocean where things can float on. There are a lot of ways you could approuch this assignment. I startet researching some turtorials on youtube and on the internet.
I found a good one which could help me with my work i will add it in the end of this post. The gerstner […]

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Program: Programming

Sound of Life Blog #2

Hello, and welcome back to my second blog!
Today I will be talking about Material Instancing, and how I utilized this method in order to make variations of our textures.

 
But what is Material instancing?
Material instancing is when you take a single parent material, and you make copies of it (instance/child) that have variations to it. Let’s say that we have a simple/basic wood material as a parent material, then with that, we can create specific variation to it, such as oak or […]

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Program: Graphics

Sound of Life Blog #2

Hello, and welcome back to my second blog!
Today I will be talking about Material Instancing, and how I utilized this method in order to make variations of our textures.

 
But what is Material instancing?
Material instancing is when you take a single parent material, and you make copies of it (instance/child) that have variations to it. Let’s say that we have a simple/basic wood material as a parent material, then with that, we can create specific variation to it, such as oak or […]

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Program: Graphics

5SD037-Big game Project week 2

Hi,
my name is Gabriel Stoffel and i am the producer and lead tech of our current project named The wreck Deck. In the Wreck Deck two captains given the same copy of a treasure map find each other crossing paths and the only way to solve who gets to keep the “booty” (aka. Treasure) is to fight it out on the sea. Wreck Deck allows players to fight out their wildest pirate dreams and battle each other out on the […]

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Program: Programming

5SD037-Big game Project week 2

Hi,
my name is Gabriel Stoffel and i am the producer and lead tech of our current project named The wreck Deck. In the Wreck Deck two captains given the same copy of a treasure map find each other crossing paths and the only way to solve who gets to keep the “booty” (aka. Treasure) is to fight it out on the sea. Wreck Deck allows players to fight out their wildest pirate dreams and battle each other out on the […]

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Program: Programming