Monthly Archives: March 2014
Artifact of the week: Stars
Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]
Artifact of the week: Stars
Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]
Fly City 2.0
I have just finished the drawing of Ms X and the colouring of Fly City which will be the background of the main menu of “Terminal” and I thought I would just show you how it turned out. First a little recap of what it used to look like.
Here it is complete with colour and Ms X.
The colours I have picked from our mood board, trying to incorporate […]
Fly City 2.0
I have just finished the drawing of Ms X and the colouring of Fly City which will be the background of the main menu of “Terminal” and I thought I would just show you how it turned out. First a little recap of what it used to look like.
Here it is complete with colour and Ms X.
The colours I have picked from our mood board, trying to incorporate […]
Swedish game awards Conference
This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]
Swedish game awards Conference
This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]
Swedish game awards Conference
This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]
Swedish game awards Conference
This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]
Swedish game awards Conference – Day 1 (Part 1)
This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]
Swedish game awards Conference – Day 1 (Part 1)
This weekend me and a few other from school traveled to Stockholm to attend the Swedish game awards conference in Stockholm. The conference was two days long. On the first day I went to two of talks.
The first talk where by Sjoerd De Jong, from Teotl Studios. He talked about Unreal engine 4 and a new feature or called Blueprint. Blueprint is a Visual programming tool that is a mix between kismet from UDK/Unreal engine3 and with some features […]
Level Design Diary Part 1 (10-12 March)
I’m currently working together with Johan Wittrock on the final assignment in our Level Design course. The assignment is to analyse an level in a certain game, and try to arrive at conclusions to as of why it is the most popular map. Me and Johan choose to analyze Payload maps in Team Fortress 2.¨
So far, by looking at server statistics, we have come to the conclusion that Badwater Basin is the most popular Payload map, followed by Gold Rush. […]
Level Design Diary Part 1 (10-12 March)
I’m currently working together with Johan Wittrock on the final assignment in our Level Design course. The assignment is to analyse an level in a certain game, and try to arrive at conclusions to as of why it is the most popular map. Me and Johan choose to analyze Payload maps in Team Fortress 2.¨
So far, by looking at server statistics, we have come to the conclusion that Badwater Basin is the most popular Payload map, followed by Gold Rush. […]
Project Aurora, post 9, (Blog Assignment 5) Darkness in the deep
In our game it gets darker the deeper you go in the ocean and I was tasked to implement this feature because I had already worked with the camera and the black filter that covers the view (see earlier posts).
My first thought was to implement this so the changes of opacity are only happening where the camera is but I started with asking my fellow group mates and class mates how they would go about doing this. All of them […]
Project Aurora, post 9, (Blog Assignment 5) Darkness in the deep
In our game it gets darker the deeper you go in the ocean and I was tasked to implement this feature because I had already worked with the camera and the black filter that covers the view (see earlier posts).
My first thought was to implement this so the changes of opacity are only happening where the camera is but I started with asking my fellow group mates and class mates how they would go about doing this. All of them […]
Before the Beta. Day 1
First day of the week. We decided to do late evenings until Thursday rather than having to do it all on Thursday night(again).
Today i did the mistake of going after Oliver when updating Git and therefor had to adjust mu code with the changes he had made in his which took over an hour and because of me messing up my updates i ended up wiping part of what i had done during the day and i had to redo […]
Before the Beta. Day 1
First day of the week. We decided to do late evenings until Thursday rather than having to do it all on Thursday night(again).
Today i did the mistake of going after Oliver when updating Git and therefor had to adjust mu code with the changes he had made in his which took over an hour and because of me messing up my updates i ended up wiping part of what i had done during the day and i had to redo […]
SGA Conference – Day 2
Yesterday was the second and final day of the Swedish Game Awards Conference. I attended several interesting talks, among them:
Dan Thronström from Avalanche Studios gave a talk about how the dynamics between publishers and developers in the AAA segment seems to be changing as developers turn to other ways of financing their games, such as crowdfunding or self-funding.
Romi Gråhed from DICE gave a passionate talk on project management, the best part of which was a segment […]
SGA Conference – Day 2
Yesterday was the second and final day of the Swedish Game Awards Conference. I attended several interesting talks, among them:
Dan Thronström from Avalanche Studios gave a talk about how the dynamics between publishers and developers in the AAA segment seems to be changing as developers turn to other ways of financing their games, such as crowdfunding or self-funding.
Romi Gråhed from DICE gave a passionate talk on project management, the best part of which was a segment […]
SGA Conference – Day 2
Yesterday was the second and final day of the Swedish Game Awards Conference. I attended several interesting talks, among them:
Dan Thronström from Avalanche Studios gave a talk about how the dynamics between publishers and developers in the AAA segment seems to be changing as developers turn to other ways of financing their games, such as crowdfunding or self-funding.
Romi Gråhed from DICE gave a passionate talk on project management, the best part of which was a segment […]
SGA Conference – Day 2
Yesterday was the second and final day of the Swedish Game Awards Conference. I attended several interesting talks, among them:
Dan Thronström from Avalanche Studios gave a talk about how the dynamics between publishers and developers in the AAA segment seems to be changing as developers turn to other ways of financing their games, such as crowdfunding or self-funding.
Romi Gråhed from DICE gave a passionate talk on project management, the best part of which was a segment […]
(Part 1) Swedish Game Awards Conference 2014 Report
Last weekend, Swedish Game Awards Conference 2014 took place in Södertörns Högskola, Stockholm. Me and a couple of other students from Campus Gotland was attending the conference. In the next coming posts, I will give my impressions on the Conference.
I will talk about the talks that was given in the upcoming posts, because there is a lot that can be said about those. The reason to why there aren’t many images in these posts is because my phone decided to […]
(Part 1) Swedish Game Awards Conference 2014 Report
Last weekend, Swedish Game Awards Conference 2014 took place in Södertörns Högskola, Stockholm. Me and a couple of other students from Campus Gotland was attending the conference. In the next coming posts, I will give my impressions on the Conference.
I will talk about the talks that was given in the upcoming posts, because there is a lot that can be said about those. The reason to why there aren’t many images in these posts is because my phone decided to […]
Time to worry
Today we had a play testing session during the afternoon but we had to use the more buddy version of the game since Oliver was sick and his computer was the only one who inexplicably was able to run the game without a few major bugs. And such our game was once again not shown from it’s best side but i think we did alright anyways. What’s important right now is to get a bunch of stuff in the game […]
Time to worry
Today we had a play testing session during the afternoon but we had to use the more buddy version of the game since Oliver was sick and his computer was the only one who inexplicably was able to run the game without a few major bugs. And such our game was once again not shown from it’s best side but i think we did alright anyways. What’s important right now is to get a bunch of stuff in the game […]