Monthly Archives: August 2014
Alanna
Summer is almost over and school is about to start, so I thought I would post an update of what I am working on at the moment. It is not completely done yet, but I am starting to really like how it is turning out.
I found a really old drawing among my files that was a remake of an even older sketch and was curious to see what it would look like if would […]
Alanna
Summer is almost over and school is about to start, so I thought I would post an update of what I am working on at the moment. It is not completely done yet, but I am starting to really like how it is turning out.
I found a really old drawing among my files that was a remake of an even older sketch and was curious to see what it would look like if would […]
Speedrunning design: non-critical bugs are features!
These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.
For the speedrunning community this is a disaster. […]
Speedrunning design: non-critical bugs are features!
These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.
For the speedrunning community this is a disaster. […]
Speedrunning design: non-critical bugs are features!
These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.
For the speedrunning […]
Speedrunning design: non-critical bugs are features!
These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.
For the speedrunning […]
Spelsuccén är på väg till USA
Speldesign på Uppsala universitet Campus Gotland skördar nya framgångar.
– Det är mycket engagemang och kärlek i det här, säger David Forssell, en av spelutvecklarna.
På torsdag tävlar spelet Defunct på en stor spelmässa i USA. Bakom spelet står sju studenter på spelprogrammet på Uppsala universitet Campus Gotland.
– Så här långt har vi aldrig kommit tidigare, säger prefekten Hans Svensson och berömmer sina studenter.
Spelprogrammet har funnits på Gotland sedan 2001 men har aldrig hållit en så hög kvalitativ nivå bland studenterna, enligt den […]
Spelsuccén är på väg till USA
Speldesign på Uppsala universitet Campus Gotland skördar nya framgångar.
– Det är mycket engagemang och kärlek i det här, säger David Forssell, en av spelutvecklarna.
På torsdag tävlar spelet Defunct på en stor spelmässa i USA. Bakom spelet står sju studenter på spelprogrammet på Uppsala universitet Campus Gotland.
– Så här långt har vi aldrig kommit tidigare, säger prefekten Hans Svensson och berömmer sina studenter.
Spelprogrammet har funnits på Gotland sedan 2001 men har aldrig hållit en så hög kvalitativ nivå bland studenterna, enligt den […]
Sveriges Radio: Spelutvecklare i medvind på Campus Gotland
Speldesignelever från Campus Gotland har just återvänt från en stor spelmässa i Köln. Eleverna har också uppmärksammats vid stora spelmässan i Stockholm nyligen. Ett av spelen är också nominerat till utmärkelse i USA.
Jerry Jonsson som gått färdigt spelprogrammet och numera bor med familj på gotland berömmer utbildningen som en av de bredast i landet. Han är just hemkommen från Köln där han träffat 20 olika speltillverkare vid möten under två dagar för att sälja sitt och sambons spel. Och kursledningen […]
Sveriges Radio: Spelutvecklare i medvind på Campus Gotland
Speldesignelever från Campus Gotland har just återvänt från en stor spelmässa i Köln. Eleverna har också uppmärksammats vid stora spelmässan i Stockholm nyligen. Ett av spelen är också nominerat till utmärkelse i USA.
Jerry Jonsson som gått färdigt spelprogrammet och numera bor med familj på gotland berömmer utbildningen som en av de bredast i landet. Han är just hemkommen från Köln där han träffat 20 olika speltillverkare vid möten under två dagar för att sälja sitt och sambons spel. Och kursledningen […]
Computer Sweden: Svensktätt på GamesCOM
Europas största spelmässa Gamescom har just avslutats, den här gången med Norden som partnerregion. Det var gott om svenskar på plats och IT24 gick på fotojakt efter dem
[Svensktätt på Gamescom]
posted in Publicity by Ulf Benjaminsson
Computer Sweden: Svensktätt på GamesCOM
Europas största spelmässa Gamescom har just avslutats, den här gången med Norden som partnerregion. Det var gott om svenskar på plats och IT24 gick på fotojakt efter dem
[Svensktätt på Gamescom]
posted in Publicity by Ulf Benjaminsson
So It Begins…
Greetings!
This is now my site for blogging and posting digital drawings I’ve made. I will continuously work to make the page more presentable and it may see some changes over the next few months. I will also try to blog and post drawings regularly and in a steady stream.
But this is a bit new for me so we will see where it goes!
Have a good one!
So It Begins…
Greetings!
This is now my site for blogging and posting digital drawings I’ve made. I will continuously work to make the page more presentable and it may see some changes over the next few months. I will also try to blog and post drawings regularly and in a steady stream.
But this is a bit new for me so we will see where it goes!
Have a good one!
Summer Programming 2014 – Dev. Post 31 and Final Thoughts
I’m done! Might be alittle bit sudden, but Iäm actually done. I made a few final bugfixes on the game and made sure that it was correctly synched before I sent it and I wrote a report explaining what I’ve done, how I’ve done it and why I did it, it should be sufficent for this assignment. I was a little unsure about the time the project should be sent, it was either friday night or sunday night but I […]
Summer Programming 2014 – Dev. Post 31 and Final Thoughts
I’m done! Might be alittle bit sudden, but Iäm actually done. I made a few final bugfixes on the game and made sure that it was correctly synched before I sent it and I wrote a report explaining what I’ve done, how I’ve done it and why I did it, it should be sufficent for this assignment. I was a little unsure about the time the project should be sent, it was either friday night or sunday night but I […]
Summer Programming 2014 – Dev. Post 30
Today (and yesterday) I fixed some of the last problems with the menu. THat’s pretty much it. There really isn’t much left ot do at the moment, so maybe I’d better start figuring out just how I am supposed to hand this project in. I know I have a file somewhere about the info, but in worst-case scenario I’ll just have to ask for a new one. Also, an idea I had was to add controller support but as the […]
Summer Programming 2014 – Dev. Post 30
Today (and yesterday) I fixed some of the last problems with the menu. THat’s pretty much it. There really isn’t much left ot do at the moment, so maybe I’d better start figuring out just how I am supposed to hand this project in. I know I have a file somewhere about the info, but in worst-case scenario I’ll just have to ask for a new one. Also, an idea I had was to add controller support but as the […]
Some quick drawing!
Suddenly felt like drawing something with a lightsaber in it! One could come in handy when pesky appear right?
Flashlight eye monsters! The worst kind.
Some quick drawing!
Suddenly felt like drawing something with a lightsaber in it! One could come in handy when pesky appear right?
Flashlight eye monsters! The worst kind.
Summer Programming 2014 – Dev. Post 29
I didn’t actually want to work today (shut up, it’s still today by my standards…) but I did it anyway, which is good because I’ve finished the options menu as I planned. Now I’ve got the Life, volume and even key bindings all under control. This means that I can focus the rest of the week into taking it easy, fix up the options (because even if they work they’re a little bit clumsily put toghether) and fix the problem […]
Summer Programming 2014 – Dev. Post 29
I didn’t actually want to work today (shut up, it’s still today by my standards…) but I did it anyway, which is good because I’ve finished the options menu as I planned. Now I’ve got the Life, volume and even key bindings all under control. This means that I can focus the rest of the week into taking it easy, fix up the options (because even if they work they’re a little bit clumsily put toghether) and fix the problem […]
Summer Programming 2014 – Dev. Post 28
Despite the fact that I’m seemingly working less I’m doing a fair amount of progress. The main parts of the optoins menu are pretty much done (I can change the volume and life count on the fly) and the only thing that remains is the keybinding menu. THis is a good thing too, since it’s only wednesday (well, it was wednesday… shut up…), which means that I have plenty of time to finish the options menu and do some bug […]
Summer Programming 2014 – Dev. Post 28
Despite the fact that I’m seemingly working less I’m doing a fair amount of progress. The main parts of the optoins menu are pretty much done (I can change the volume and life count on the fly) and the only thing that remains is the keybinding menu. THis is a good thing too, since it’s only wednesday (well, it was wednesday… shut up…), which means that I have plenty of time to finish the options menu and do some bug […]