Browsing '2016': Students starting in 2016

Week 2 – Adding things in Unity!

Week 2 has come to an end.
Since I was asked to do a quick introduction by a comment past week I figured I’d start with one this week instead!
My name is Alexander Sjöberg and I am the Lead Artist on team Kraken. We are currently developing our game based on the concept Echoes. Echoes is a navigational based exploration game which takes place in a dark forest. The player takes on the role as a moth trying to navigate through […]

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Program: Graphics

Week 2 – Adding things in Unity!

Week 2 has come to an end.
Since I was asked to do a quick introduction by a comment past week I figured I’d start with one this week instead!
My name is Alexander Sjöberg and I am the Lead Artist on team Kraken. We are currently developing our game based on the concept Echoes. Echoes is a navigational based exploration game which takes place in a dark forest. The player takes on the role as a moth trying to navigate through […]

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Program: Graphics

Game design or Level design?

My main task this week has been to create levels/waves for our game Selfish. In larger companies this is specifically done by “level designers” and not the game designers. However, as we’re working in a smaller scale I decided that this task would fit me the best as I’m keeping the vision of the game and therefore I should be the one putting the Lego blocks together. I should however not be the one creating the actual Lego blocks.
There are […]

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Program: Game Design

Game design or Level design?

My main task this week has been to create levels/waves for our game Selfish. In larger companies this is specifically done by “level designers” and not the game designers. However, as we’re working in a smaller scale I decided that this task would fit me the best as I’m keeping the vision of the game and therefore I should be the one putting the Lego blocks together. I should however not be the one creating the actual Lego blocks.
There are […]

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Program: Game Design

Game Design 2 – State Manager

Code structure while working on our termination conditions using a state manager and a notification center.

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Program: Programming

Game Design 2 – State Manager

Code structure while working on our termination conditions using a state manager and a notification center.

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Program: Programming

Enemy Design

After a rough wake-up call last Thursday, we had to adapt our concept to meet basic expectations and criteria. For me, that meant that many of the assets I had made were going to be scrapped and had to be replaced by new ones. Our main character, the piñata, would only need minor changes. The most work was going to be put into the new enemies. Instead of random objects that people generally associate with Mexico, we would now have […]

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Program: Graphics

Enemy Design

After a rough wake-up call last Thursday, we had to adapt our concept to meet basic expectations and criteria. For me, that meant that many of the assets I had made were going to be scrapped and had to be replaced by new ones. Our main character, the piñata, would only need minor changes. The most work was going to be put into the new enemies. Instead of random objects that people generally associate with Mexico, we would now have […]

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Program: Graphics

BUGS, BUGS EVERYWHERE

After I reflected over my last post I realized that you would probably don’t know who i was if you read that post, so, let me introduce myself.
I am Philip, the lead designer for group Dragon, I worked on the concept document Samsara and is now working on creating a game out of the concept spirits of the shogun. I find that this concept is both interesting and challenging to work with. Due to the lack of depth form the […]

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Program: Game Design

BUGS, BUGS EVERYWHERE

After I reflected over my last post I realized that you would probably don’t know who i was if you read that post, so, let me introduce myself.
I am Philip, the lead designer for group Dragon, I worked on the concept document Samsara and is now working on creating a game out of the concept spirits of the shogun. I find that this concept is both interesting and challenging to work with. Due to the lack of depth form the […]

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Program: Game Design

Implemented a Level Handler

Implemented a LevelHandler
What?
The most recent implementation that I did was a so called “Level Handler” which is an object that you pull into a game scene, that lets you decide how this entire scene should behave during gameplay.
It has the possibility to easily manage the behavior of the entire level, changing spawn positions and change scenes and the different graphical user interfaces that we might need such during pause functions, cutscenes and so on.
It also keeps track of win and […]

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Program: Programming

Implemented a Level Handler

Implemented a LevelHandler
What?
The most recent implementation that I did was a so called “Level Handler” which is an object that you pull into a game scene, that lets you decide how this entire scene should behave during gameplay.
It has the possibility to easily manage the behavior of the entire level, changing spawn positions and change scenes and the different graphical user interfaces that we might need such during pause functions, cutscenes and so on.
It also keeps track of win and […]

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Program: Programming

Adding entities to a “Parade”

A couple of weeks ago I started working on the parade mechanic within our game. Since we have decided to change the parade mechanic, but still do not know what we will change it into, I have since stopped working on it for the time being. However, I figured what I do have implemented with the mechanic would still be interesting to talk about.
So first of all, the parade as of this moment consists of enemies you have killed, who […]

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Program: Programming

Adding entities to a “Parade”

A couple of weeks ago I started working on the parade mechanic within our game. Since we have decided to change the parade mechanic, but still do not know what we will change it into, I have since stopped working on it for the time being. However, I figured what I do have implemented with the mechanic would still be interesting to talk about.
So first of all, the parade as of this moment consists of enemies you have killed, who […]

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Program: Programming

Gun-play

The gun-play is a big part of the game Selfish and as it is impotent the have been a lot of work and ideas around how to do it in a right way.
I have worked and are still polishing this mechanic but how did this process start then?

First I was thinking and working on what and how the PC (player character) would fire “bullets” to begin with. The first idea I had was having the PC shot bubbles as this […]

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Program: Game Design

Gun-play

The gun-play is a big part of the game Selfish and as it is impotent the have been a lot of work and ideas around how to do it in a right way.
I have worked and are still polishing this mechanic but how did this process start then?

First I was thinking and working on what and how the PC (player character) would fire “bullets” to begin with. The first idea I had was having the PC shot bubbles as this […]

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Program: Game Design

Practice makes Perfect

Sup!
Throughout the entire process of our game development it was known that there was a presentation approaching. This is what I have been working on this week. A presentation can be easy, hard or fun. For me personally, it is the worst. This sounds pretty ironic coming from a student studying project management but it is the truth.
I have never enjoyed presenting to the class and this time the class was more or less 120 people. The advice I got […]

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Practice makes Perfect

Sup!
Throughout the entire process of our game development it was known that there was a presentation approaching. This is what I have been working on this week. A presentation can be easy, hard or fun. For me personally, it is the worst. This sounds pretty ironic coming from a student studying project management but it is the truth.
I have never enjoyed presenting to the class and this time the class was more or less 120 people. The advice I got […]

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The Second Blogpost – Nazul

Hello and welcome to my second blogpost and today I will be talking about the camera movement which I have been struggling with quite a bit.
So how it works now is that the camera is set to have the same position as the player but in case I use the teleport it does not pop to the player immediately but instead it moves smoothly to not confuse the player of where he lands.
In the beginning I just made the main […]

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Program: Programming

The Second Blogpost – Nazul

Hello and welcome to my second blogpost and today I will be talking about the camera movement which I have been struggling with quite a bit.
So how it works now is that the camera is set to have the same position as the player but in case I use the teleport it does not pop to the player immediately but instead it moves smoothly to not confuse the player of where he lands.
In the beginning I just made the main […]

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Program: Programming

Piranha Animation

This blog-post is a reflection upon my Piranha animation, work method and design choices.
My initial reference when starting to create a concept for my piranha was the piranha in the comic book Ernie.

            Kind of cute but has more teeth than face. I felt this should do nicely since the group has been talking about how they drew correlations between our project and Happy Tree Friends, Worms and Finding Nemo.
We decided on colored lineart and a simple range of […]

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Program: Graphics

Piranha Animation

This blog-post is a reflection upon my Piranha animation, work method and design choices.
My initial reference when starting to create a concept for my piranha was the piranha in the comic book Ernie.

            Kind of cute but has more teeth than face. I felt this should do nicely since the group has been talking about how they drew correlations between our project and Happy Tree Friends, Worms and Finding Nemo.
We decided on colored lineart and a simple range of […]

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Program: Graphics

Pressure and responsibilities

Today was the deadline of the Alpha. The complete version of the minimum viable product was due today. It required our team to have completed and fulfilled each requirement that our teacher Marcus had set up for this day. Marcus had also decided that each of the 25 consisting groups in our program should present their Alpha to the rest of the students, a 10 minutes’ presentation involving 2 parts. First to discuss the concept, the positive and negative parts […]

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Pressure and responsibilities

Today was the deadline of the Alpha. The complete version of the minimum viable product was due today. It required our team to have completed and fulfilled each requirement that our teacher Marcus had set up for this day. Marcus had also decided that each of the 25 consisting groups in our program should present their Alpha to the rest of the students, a 10 minutes’ presentation involving 2 parts. First to discuss the concept, the positive and negative parts […]

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