Daily Archives: April 18, 2014

Big Game Project: Open Circuit: Week 1

All right! Big Game Project, finally.
If you need any information about the project, you can read my vertical slice. Let’s get started!
 
Since I am one of the happily designated level designers. I started off sketching out parts of the first level right away.
Our level structure is made up of about 5 “special areas” or “skate-parks”, spread out in a large level. The environment that isn’t special areas are mostly there to guide the player to the nearest one. So I […]

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Program: Graphics

Big Game Project: Open Circuit: Week 1

All right! Big Game Project, finally.
If you need any information about the project, you can read my vertical slice. Let’s get started!
 
Since I am one of the happily designated level designers. I started off sketching out parts of the first level right away.
Our level structure is made up of about 5 “special areas” or “skate-parks”, spread out in a large level. The environment that isn’t special areas are mostly there to guide the player to the nearest one. So I […]

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Program: Graphics

Big Game Project: Open Circuit: Week 3

This week things have finally stared to come together. Since we know have a 90% complete character controller, creating playable environments in Unity is easy. However, the original plan had some changing done to it; we decided that we couldn’t follow our original plans and layouts. The terrain editor is too clumsy and hard to work with to do that, we discovered it’s smarter to build piece-to-piece. Where if we for example place a ramp at the beginning of the […]

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Program: Graphics

Big Game Project: Open Circuit: Week 3

This week things have finally stared to come together. Since we know have a 90% complete character controller, creating playable environments in Unity is easy. However, the original plan had some changing done to it; we decided that we couldn’t follow our original plans and layouts. The terrain editor is too clumsy and hard to work with to do that, we discovered it’s smarter to build piece-to-piece. Where if we for example place a ramp at the beginning of the […]

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Program: Graphics

Producer’s Quandry(week 3)

The title is maybe a bit exaggerated but being producer really puts you in certain kinds of positions where you have to make decisions and deal with the potential consequences.
This week has been a challenge for me, because I easily feel that I am not doing anything useful, even though I know that I have to do the things that makes the production progress without hick-ups. Allowing the team to work without being interrupted. It is definitely different from doing […]

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Program: Programming

Producer’s Quandry(week 3)

The title is maybe a bit exaggerated but being producer really puts you in certain kinds of positions where you have to make decisions and deal with the potential consequences.
This week has been a challenge for me, because I easily feel that I am not doing anything useful, even though I know that I have to do the things that makes the production progress without hick-ups. Allowing the team to work without being interrupted. It is definitely different from doing […]

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Program: Programming

Producer’s Quandry(week 3)

The title is maybe a bit exaggerated but being producer really puts you in certain kinds of positions where you have to make decisions and deal with the potential consequences.
This week has been a challenge for me, because I easily feel that I am not doing anything useful, even though I know that I have to do the things that makes the production progress without hick-ups. Allowing the team to work without being interrupted. It is definitely different from doing […]

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Program: Programming

Producer’s Quandry(week 3)

The title is maybe a bit exaggerated but being producer really puts you in certain kinds of positions where you have to make decisions and deal with the potential consequences.
This week has been a challenge for me, because I easily feel that I am not doing anything useful, even though I know that I have to do the things that makes the production progress without hick-ups. Allowing the team to work without being interrupted. It is definitely different from doing […]

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Program: Programming

Big Game Project: Open Circuit: Week 2

Hello again!
This week I have been to New York celebrating my father’s 50:th birthday, this trip was planned and booked this summer so there were really nothing I could do.
Either way I will make up for it when I come back.

Awesome blues performance at BB. King Restaurant not far from Times Square. (Solomon Hicks is in the white suit)

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Program: Graphics

Big Game Project: Open Circuit: Week 2

Hello again!
This week I have been to New York celebrating my father’s 50:th birthday, this trip was planned and booked this summer so there were really nothing I could do.
Either way I will make up for it when I come back.

Awesome blues performance at BB. King Restaurant not far from Times Square. (Solomon Hicks is in the white suit)

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Program: Graphics

Third Week of Big Game Project

So me and Anders are in charge to make ALL the assets in the game. We are aiming for about 100-120 props in the GGC version so we have alot of assets to make.
I have been working on craters, stones, signs and more but the thing i want to talk about in this post is the Spark and how it was created.
The Spark will be used as a point of intrest for the players and will yeild alot of score when […]

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Program: Graphics

Third Week of Big Game Project

So me and Anders are in charge to make ALL the assets in the game. We are aiming for about 100-120 props in the GGC version so we have alot of assets to make.
I have been working on craters, stones, signs and more but the thing i want to talk about in this post is the Spark and how it was created.
The Spark will be used as a point of intrest for the players and will yeild alot of score when […]

/ Comments Off on Third Week of Big Game Project
Program: Graphics

Big Game Project: Open Circuit: Week 1

All right! Big Game Project, finally.
If you need any information about the project, you can read my vertical slice. Let’s get started!
 
Since I am one of the happily designated level designers. I started off sketching out parts of the first level right away.
Our level structure is made up of about 5 “special areas” or “skate-parks”, spread out in a large level. The environment that isn’t special areas are mostly there to guide the player to the nearest one. So I […]

/ Comments Off on Big Game Project: Open Circuit: Week 1
Program: Graphics

Big Game Project: Open Circuit: Week 1

All right! Big Game Project, finally.
If you need any information about the project, you can read my vertical slice. Let’s get started!
 
Since I am one of the happily designated level designers. I started off sketching out parts of the first level right away.
Our level structure is made up of about 5 “special areas” or “skate-parks”, spread out in a large level. The environment that isn’t special areas are mostly there to guide the player to the nearest one. So I […]

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Program: Graphics

BeTheBear =D

Day 1: First week done and we’ve come so far already. Since I’ve finished a lot of my environment models already I got assigned to model and texture the fish we’re going to have. I was given a half done model and changed it a bit. I put it into zbrush and sculpted on it, made some fish scales with alpha brushes. I used planes with texture on as fens, for some reason the planes become transparent in Maya and […]

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Program: Graphics

BeTheBear =D

Day 1: First week done and we’ve come so far already. Since I’ve finished a lot of my environment models already I got assigned to model and texture the fish we’re going to have. I was given a half done model and changed it a bit. I put it into zbrush and sculpted on it, made some fish scales with alpha brushes. I used planes with texture on as fens, for some reason the planes become transparent in Maya and […]

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Program: Graphics

Mechropolis – Fleeing AI

I’ve recently started working with the talented folks at Digital Tuna (creators of CoBots) on a new project for the course Big Game, the grand finale of our second year here at Campus Gotland. The game’s name is Mechropolis. It’s a first person action puzzle game in which the player is invited to explore a long lost underground civilization. The only remaining inhabitants in this derelict world are the robot servants still carrying out […]

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Program: Programming

Mechropolis – Fleeing AI

I’ve recently started working with the talented folks at Digital Tuna (creators of CoBots) on a new project for the course Big Game, the grand finale of our second year here at Campus Gotland. The game’s name is Mechropolis. It’s a first person action puzzle game in which the player is invited to explore a long lost underground civilization. The only remaining inhabitants in this derelict world are the robot servants still carrying out […]

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Program: Programming

Unity tweaks, workarounds and tricks

Week 2 of the Big Game Project is done and with it I’ve encountered more than enough of various quirky/unexpected behavior from Unity and community plugins. What I’ve learned from my endeavors I’ve decided to share. It mostly encompasses things which may not behave as one would imagine at first. I’m surprised that I didn’t encounter these while developing CoBots but I guess changing the workflow significantly enough (for the better) is the primary cause.
Script Execution Order
[…]

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Program: Programming

Unity tweaks, workarounds and tricks

Week 2 of the Big Game Project is done and with it I’ve encountered more than enough of various quirky/unexpected behavior from Unity and community plugins. What I’ve learned from my endeavors I’ve decided to share. It mostly encompasses things which may not behave as one would imagine at first. I’m surprised that I didn’t encounter these while developing CoBots but I guess changing the workflow significantly enough (for the better) is the primary cause.
Script Execution Order
[…]

/ Comments Off on Unity tweaks, workarounds and tricks
Program: Programming

Third Week of Big Game Project

So me and Anders are in charge to make ALL the assets in the game. We are aiming for about 100-120 props in the GGC version so we have alot of assets to make.
I have been working on craters, stones, signs and more but the thing i want to talk about in this post is the Spark and how it was created.
The Spark will be used as a point of intrest for the players and will yeild alot of score when […]

/ Comments Off on Third Week of Big Game Project
Program: Graphics

Third Week of Big Game Project

So me and Anders are in charge to make ALL the assets in the game. We are aiming for about 100-120 props in the GGC version so we have alot of assets to make.
I have been working on craters, stones, signs and more but the thing i want to talk about in this post is the Spark and how it was created.
The Spark will be used as a point of intrest for the players and will yeild alot of score when […]

/ Comments Off on Third Week of Big Game Project
Program: Graphics

BeTheBear =D

Day 1: First week done and we’ve come so far already. Since I’ve finished a lot of my environment models already I got assigned to model and texture the fish we’re going to have. I was given a half done model and changed it a bit. I put it into zbrush and sculpted on it, made some fish scales with alpha brushes. I used planes with texture on as fens, for some reason the planes become transparent in Maya and […]

/ Comments Off on BeTheBear =D
Program: Graphics

BeTheBear =D

Day 1: First week done and we’ve come so far already. Since I’ve finished a lot of my environment models already I got assigned to model and texture the fish we’re going to have. I was given a half done model and changed it a bit. I put it into zbrush and sculpted on it, made some fish scales with alpha brushes. I used planes with texture on as fens, for some reason the planes become transparent in Maya and […]

/ Comments Off on BeTheBear =D
Program: Graphics