Daily Archives: May 13, 2014
Tuesday
Today has been a productive day for me, the end of the project is coming closer and it feels like it is time to pick up the pace and work extra hard to make Totemic the best it can be.
I started out with making small feathers which will be used as particle effects when the gatherers die, at our weekly coaching session we were asked to make the totem pole “pop”, since we have been told this before I started […]
Tuesday
Today has been a productive day for me, the end of the project is coming closer and it feels like it is time to pick up the pace and work extra hard to make Totemic the best it can be.
I started out with making small feathers which will be used as particle effects when the gatherers die, at our weekly coaching session we were asked to make the totem pole “pop”, since we have been told this before I started […]
Week 6
During this week, i did not focus much of my time and attention on the graphical aspect of the game, as most of the game’s assets was already finished or in progress. Instead most of my time was spend on producer work, going through what we have left to do and plan ahead towards GGC, as we have only 12 work days to go once this week is finished.
I do find that being a producer has is up and downs, […]
Week 6
During this week, i did not focus much of my time and attention on the graphical aspect of the game, as most of the game’s assets was already finished or in progress. Instead most of my time was spend on producer work, going through what we have left to do and plan ahead towards GGC, as we have only 12 work days to go once this week is finished.
I do find that being a producer has is up and downs, […]
Week 6
During this week, i did not focus much of my time and attention on the graphical aspect of the game, as most of the game’s assets was already finished or in progress. Instead most of my time was spend on producer work, going through what we have left to do and plan ahead towards GGC, as we have only 12 work days to go once this week is finished.
I do find that being a producer has is up and downs, […]
Week 6
During this week, i did not focus much of my time and attention on the graphical aspect of the game, as most of the game’s assets was already finished or in progress. Instead most of my time was spend on producer work, going through what we have left to do and plan ahead towards GGC, as we have only 12 work days to go once this week is finished.
I do find that being a producer has is up and downs, […]
Week 5
I started to work on the player mesh for the game. I worked in 3ds max and I followed the concept art that one of the other graphic member in my group had made. I started modeling from a box that was to be the torso. From that I extended and created the legs and the head. I made the arms on the side as the character turn around that I was modelling from had its arms painted on the […]
Week 5
I started to work on the player mesh for the game. I worked in 3ds max and I followed the concept art that one of the other graphic member in my group had made. I started modeling from a box that was to be the torso. From that I extended and created the legs and the head. I made the arms on the side as the character turn around that I was modelling from had its arms painted on the […]
Week 5
I started to work on the player mesh for the game. I worked in 3ds max and I followed the concept art that one of the other graphic member in my group had made. I started modeling from a box that was to be the torso. From that I extended and created the legs and the head. I made the arms on the side as the character turn around that I was modelling from had its arms painted on the […]
Week 5
I started to work on the player mesh for the game. I worked in 3ds max and I followed the concept art that one of the other graphic member in my group had made. I started modeling from a box that was to be the torso. From that I extended and created the legs and the head. I made the arms on the side as the character turn around that I was modelling from had its arms painted on the […]
BGP: Week Six
The game is taking shape and it is starting to look more complete. It is going fairly slow but I think we are not that far behind. To compensate this though, we had to look for other artists to complete some of illustrations that would otherwise not get finished.
My personal efforts to contribute to the project is still not going as desired. Though there is an improvement in progression from before. I have managed to get almost all of my […]
BGP: Week Six
The game is taking shape and it is starting to look more complete. It is going fairly slow but I think we are not that far behind. To compensate this though, we had to look for other artists to complete some of illustrations that would otherwise not get finished.
My personal efforts to contribute to the project is still not going as desired. Though there is an improvement in progression from before. I have managed to get almost all of my […]
Big Game Project – Week 6
I’ve been down with a cold and haven’t been able to do much this week. 🙁
But, what I have done is some plants that will hopefully give the environments the character we’re after.
I made some new generic ground plants that are much better than the old ones. These ones use half the polys (about 100), and what’s even better is that they actually use alpha! The reason the old one was so expensive is that I didn’t know […]
Big Game Project – Week 6
I’ve been down with a cold and haven’t been able to do much this week. 🙁
But, what I have done is some plants that will hopefully give the environments the character we’re after.
I made some new generic ground plants that are much better than the old ones. These ones use half the polys (about 100), and what’s even better is that they actually use alpha! The reason the old one was so expensive is that I didn’t know […]
Big Game Project: Defunct: Week 6
I finally got around to the tutorial level. Planning and building it structurally took almost all week. Since the beginning of the project, I always imagined the tutorial level to be very open, only containing a few hills that you had to go up and over. The different features would be explained and performed between the hills, if you didn’t learn the feature; you wouldn’t get over the hill.
There are two problems with this. One is that you gain a […]
Big Game Project: Defunct: Week 6
I finally got around to the tutorial level. Planning and building it structurally took almost all week. Since the beginning of the project, I always imagined the tutorial level to be very open, only containing a few hills that you had to go up and over. The different features would be explained and performed between the hills, if you didn’t learn the feature; you wouldn’t get over the hill.
There are two problems with this. One is that you gain a […]
Big Game Project – Week 6
I’ve been down with a cold and haven’t been able to do much this week. 🙁
But, what I have done is some plants that will hopefully give the environments the character we’re after.
I made some new generic ground plants that are much better than the old ones. These ones use half the polys (about 100), and what’s even better is that they actually use alpha! The reason the old one was so expensive is that I didn’t know […]
Big Game Project – Week 6
I’ve been down with a cold and haven’t been able to do much this week. 🙁
But, what I have done is some plants that will hopefully give the environments the character we’re after.
I made some new generic ground plants that are much better than the old ones. These ones use half the polys (about 100), and what’s even better is that they actually use alpha! The reason the old one was so expensive is that I didn’t know […]
Big Game Project: Defunct: Week 6
I finally got around to the tutorial level. Planning and building it structurally took almost all week. Since the beginning of the project, I always imagined the tutorial level to be very open, only containing a few hills that you had to go up and over. The different features would be explained and performed between the hills, if you didn’t learn the feature; you wouldn’t get over the hill.
There are two problems with this. One is that you gain a […]
Big Game Project: Defunct: Week 6
I finally got around to the tutorial level. Planning and building it structurally took almost all week. Since the beginning of the project, I always imagined the tutorial level to be very open, only containing a few hills that you had to go up and over. The different features would be explained and performed between the hills, if you didn’t learn the feature; you wouldn’t get over the hill.
There are two problems with this. One is that you gain a […]
Week 6 ERA Daniel Svensson
I would love to forget this week ever happened because this is officially the week of horror.
That might be a bit of an overstatement but this production has been plagued by technical difficulties and other wonderful hazards. What fascinates me more than anything was that it all happened during a single week, let me tell you about it.
The biggest issue by far that we faced was that our lead graphical artist had his computer […]
Week 6 ERA Daniel Svensson
I would love to forget this week ever happened because this is officially the week of horror.
That might be a bit of an overstatement but this production has been plagued by technical difficulties and other wonderful hazards. What fascinates me more than anything was that it all happened during a single week, let me tell you about it.
The biggest issue by far that we faced was that our lead graphical artist had his computer […]
Temple of Light (5-11 May)
I started the last week by sketching a new version of the wind level. The reason for this was that rather than having “randomly” placed pillars around a big room which all looked the same I wanted to give the player some diversity while playing the map. In the new level the player now has the possibility to explore even more as they now have the possibility to walk through different pillars. Also, the new level has received a total […]
Temple of Light (5-11 May)
I started the last week by sketching a new version of the wind level. The reason for this was that rather than having “randomly” placed pillars around a big room which all looked the same I wanted to give the player some diversity while playing the map. In the new level the player now has the possibility to explore even more as they now have the possibility to walk through different pillars. Also, the new level has received a total […]