Monthly Archives: June 2014

Veer

Teleport and change your gravity to walk on walls. Use your wits to veer across the puzzles, and find the optimal path. Simple mechanics. Complex situations.

Veer is a avatar based 2D “reach the goal” platformer entirely focused on puzzles. The player utilizes teleporters and gravity shifts to reach the goal. Simple mechanics. Complex situations.
The levels are short and mostly resolves around a single problem, and you get ranked based on how fast you solve it. The vast majority of levels […]

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Veer

Teleport and change your gravity to walk on walls. Use your wits to veer across the puzzles, and find the optimal path. Simple mechanics. Complex situations.

Veer is a avatar based 2D “reach the goal” platformer entirely focused on puzzles. The player utilizes teleporters and gravity shifts to reach the goal. Simple mechanics. Complex situations.
The levels are short and mostly resolves around a single problem, and you get ranked based on how fast you solve it. The vast majority of levels […]

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Tower Offensive

Tower Offensive is a match 3, tower defence game with a 2D isometric perspective in a medieval inspired setting.
Gather resources by matching different materials.Use these resources to build towers to help you defeat the oncoming forces. Tower Offensive combines two popular genres, creating a challenging environment for those that enjoy them both.
Tower Offensive was awarded Best Presentation and the Ca-Ching award (for most commercially viable) at the Gotland Game Conference 2014.
Development blog: http://deconstructeddevelopment.wordpress.com/
Platform: PC and Tablet
Developed in Unity. […]

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Tower Offensive

Tower Offensive is a match 3, tower defence game with a 2D isometric perspective in a medieval inspired setting.
Gather resources by matching different materials.Use these resources to build towers to help you defeat the oncoming forces. Tower Offensive combines two popular genres, creating a challenging environment for those that enjoy them both.
Tower Offensive was awarded Best Presentation and the Ca-Ching award (for most commercially viable) at the Gotland Game Conference 2014.
Development blog: http://deconstructeddevelopment.wordpress.com/
Platform: PC and Tablet
Developed in Unity. […]

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Totemic

Become the Tribal Leader!

Totemic is a competitive multiplayer game set in an Arena. Control two character’s at once while in a Four player FFA all-out-brawl. Control the Totem, accumulate score, destroy your enemies, and collect power-ups to seize the victory!
Tools: C++, SFML Library, Photoshop, Box2D Physics, Microsoft Visual Studios 2013
Oskar Lidh Frykmark – Lead Designer
Camilla Jacobsen – Lead Artist
Anthon Fredriksson – Lead Programmer
Oscar Eriksson – Programmer
Nils Wennergren – Artist
Simon Brundin – Designer/Artist




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Totemic

Become the Tribal Leader!

Totemic is a competitive multiplayer game set in an Arena. Control two character’s at once while in a Four player FFA all-out-brawl. Control the Totem, accumulate score, destroy your enemies, and collect power-ups to seize the victory!
Tools: C++, SFML Library, Photoshop, Box2D Physics, Microsoft Visual Studios 2013
Oskar Lidh Frykmark – Lead Designer
Camilla Jacobsen – Lead Artist
Anthon Fredriksson – Lead Programmer
Oscar Eriksson – Programmer
Nils Wennergren – Artist
Simon Brundin – Designer/Artist




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Silly Saucers

Set in an alien arena, 4 players compete to beam up the final, biggest, building in a paper city.
Beam up, and absorb, objects to grow in size and power. Ram your opponents to make them lose size, and use power-ups to further balance the game in your favour!

Developed with Unreal Engine 4, Autodesk Maya, Adobe Photoshop and Adobe Illustrator.
Oscar Mohlin – Producer/Technical Artist,
Ida Lahti – Lead Designer/2D-Artist,
Tomas Lindell – Lead Programmer,
Ludwig Lindstål – Lead Artist/2D-Artist,
Theodor Gerhamn – 3D Artist,
Oliver Bolt […]

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Silly Saucers

Set in an alien arena, 4 players compete to beam up the final, biggest, building in a paper city.
Beam up, and absorb, objects to grow in size and power. Ram your opponents to make them lose size, and use power-ups to further balance the game in your favour!

Developed with Unreal Engine 4, Autodesk Maya, Adobe Photoshop and Adobe Illustrator.
Oscar Mohlin – Producer/Technical Artist,
Ida Lahti – Lead Designer/2D-Artist,
Tomas Lindell – Lead Programmer,
Ludwig Lindstål – Lead Artist/2D-Artist,
Theodor Gerhamn – 3D Artist,
Oliver Bolt […]

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Flash & Crash

A racing game featuring two robots racing each other through a factory while avoiding obstacles in their path. The robots are controlled using giant trackballs.

This game is a 3D obstacle course with two players racing to be the first to get to the finish line.
It’s built with the Unity3D engine and uses two giant trackballs as Input. It is made for the windows platform.
Other tools used in the project: Microsoft Visual Studio 2012/2013, Autodesk Maya, Blender, 3Ds Max, Adobe Photoshop, […]

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Flash & Crash

A racing game featuring two robots racing each other through a factory while avoiding obstacles in their path. The robots are controlled using giant trackballs.

This game is a 3D obstacle course with two players racing to be the first to get to the finish line.
It’s built with the Unity3D engine and uses two giant trackballs as Input. It is made for the windows platform.
Other tools used in the project: Microsoft Visual Studio 2012/2013, Autodesk Maya, Blender, 3Ds Max, Adobe Photoshop, […]

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Vertigoat

The goat Lennart must save his balloon entangled friend that has taken to the skies. Grab some balloons and start your ascent through enchanting environments. Face the dangerous enemies and blow them away.

In Vertigoat the player is controlling a goat that is traversing the world vertically. The controller for the game will be a android device and the game uses the android device’s tilt function to aim the goat’s head and to accelerate the the Goats velocity the player […]

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Vertigoat

The goat Lennart must save his balloon entangled friend that has taken to the skies. Grab some balloons and start your ascent through enchanting environments. Face the dangerous enemies and blow them away.

In Vertigoat the player is controlling a goat that is traversing the world vertically. The controller for the game will be a android device and the game uses the android device’s tilt function to aim the goat’s head and to accelerate the the Goats velocity the player […]

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Mechropolis

Mechropolis is a first person action puzzle game set in the ruins of a lost civilization. The only remaining lifesigns are small rusty robots carrying out the orders of their long gone masters. Fuse the robots together and exploit their new abilities and properties to overcome the challenges of Mechropolis.

The game is developed using the Unity engine, along with a number of plugins to enhance productivity.
Mathias Andersson – Producer, Level Design, Programmer
Viva Ivarsson – Designer, Artist
Kenth Ljung – Programmer
Ylva […]

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Mechropolis

Mechropolis is a first person action puzzle game set in the ruins of a lost civilization. The only remaining lifesigns are small rusty robots carrying out the orders of their long gone masters. Fuse the robots together and exploit their new abilities and properties to overcome the challenges of Mechropolis.

The game is developed using the Unity engine, along with a number of plugins to enhance productivity.
Mathias Andersson – Producer, Level Design, Programmer
Viva Ivarsson – Designer, Artist
Kenth Ljung – Programmer
Ylva […]

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Week 8 E.R.A Daniel Svensson

So this is it, the curtain call as a wise man once said.
This is the last blog post I will write about the course “Big game project” I feel a bit of melancholic because when you have finished working on a game and you have to evaluate what you have done, instead of what your are going to do it is often with a sense dread because you always want to put the extra mile in when it is to […]

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Program: Programming

Week 8 E.R.A Daniel Svensson

So this is it, the curtain call as a wise man once said.
This is the last blog post I will write about the course “Big game project” I feel a bit of melancholic because when you have finished working on a game and you have to evaluate what you have done, instead of what your are going to do it is often with a sense dread because you always want to put the extra mile in when it is to […]

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Program: Programming

BGP week 8

Week 8
Putting together the last props, tweaking lighting and post process in all levels.
Banner:
The idea behind the banner was to give an Indiana jones feel to the banner, by having the main/player character walk towards the temple. Giving to give the player an urge to explore.

I made this using one layer except the layer with the color.

 
Useful keyboard shortcuts:
Space: to grab and move around the canvas when zoomed in.
Tab: to hide the UI
Alt: color picker

The cave entrance […]

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Program: Graphics

BGP week 8

Week 8
Putting together the last props, tweaking lighting and post process in all levels.
Banner:
The idea behind the banner was to give an Indiana jones feel to the banner, by having the main/player character walk towards the temple. Giving to give the player an urge to explore.

I made this using one layer except the layer with the color.

 
Useful keyboard shortcuts:
Space: to grab and move around the canvas when zoomed in.
Tab: to hide the UI
Alt: color picker

The cave entrance […]

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Program: Graphics

BGP Week 7

Week 7
The week went to start putting everything together and to replace the last placeholder meshes and textures.
 Beta feedback:
The feedback we received during the beta, where that the game was too dark. Mist in the corridor to the wind level. There was also some problem with the lighting in the Central hub area.
Based on the feedback from the beta we decided change so that all levels now are in separate levels and the player teleports into the levels. Before everything […]

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Program: Graphics

BGP Week 7

Week 7
The week went to start putting everything together and to replace the last placeholder meshes and textures.
 Beta feedback:
The feedback we received during the beta, where that the game was too dark. Mist in the corridor to the wind level. There was also some problem with the lighting in the Central hub area.
Based on the feedback from the beta we decided change so that all levels now are in separate levels and the player teleports into the levels. Before everything […]

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Program: Graphics

Perhaps last entry, part #2: Crunch, GGC and aftermath

So the last weeks that has ensued has been quite extreme and somewhat painful, yet very rewarding. It has been way more intense than during the development of CoBots and while we may be commended for our vitality, having to resort to crunch-time is by no means a praiseworthy skill. It boils down to unforseen circumstances, underestimated scheduling, and for my part, procrastination and lack of motivation. In hindsight there is always room for improvement but we figured during the […]

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Program: Programming

Perhaps last entry, part #2: Crunch, GGC and aftermath

So the last weeks that has ensued has been quite extreme and somewhat painful, yet very rewarding. It has been way more intense than during the development of CoBots and while we may be commended for our vitality, having to resort to crunch-time is by no means a praiseworthy skill. It boils down to unforseen circumstances, underestimated scheduling, and for my part, procrastination and lack of motivation. In hindsight there is always room for improvement but we figured during the […]

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Program: Programming

BGP week 8

Week 8
Putting together the last props, tweaking lighting and post process in all levels.
Banner:
The idea behind the banner was to give an Indiana jones feel to the banner, by having the main/player character walk towards the temple. Giving to give the player an urge to explore.

I made this using one layer except the layer with the color.

 
Useful keyboard shortcuts:
Space: to grab and move around the canvas when zoomed in.
Tab: to hide the UI
Alt: color picker

The cave entrance […]

/ Comments Off on BGP week 8
Program: Graphics

BGP week 8

Week 8
Putting together the last props, tweaking lighting and post process in all levels.
Banner:
The idea behind the banner was to give an Indiana jones feel to the banner, by having the main/player character walk towards the temple. Giving to give the player an urge to explore.

I made this using one layer except the layer with the color.

 
Useful keyboard shortcuts:
Space: to grab and move around the canvas when zoomed in.
Tab: to hide the UI
Alt: color picker

The cave entrance […]

/ Comments Off on BGP week 8
Program: Graphics