Yearly Archives: 2014
Let there be stones!
This week has included a lot of stone modeling in zbrush. The stones will be used for our outdoor area where the player starts of the game, and will be combined together to create mountains and stray rocks. I have been using a lot of zbrush to get that organic feeling and to model a highpoly version of the mesh to be able to extract a crisp normal map, ambient occlusion map and cavity maps to get the most out […]
Let there be stones!
This week has included a lot of stone modeling in zbrush. The stones will be used for our outdoor area where the player starts of the game, and will be combined together to create mountains and stray rocks. I have been using a lot of zbrush to get that organic feeling and to model a highpoly version of the mesh to be able to extract a crisp normal map, ambient occlusion map and cavity maps to get the most out […]
Designing card
This week I have been design forth the cards the game is going to use. In order to keep the complexity down I created three types that the cards will be categorized under.
Attack cards: These are Cards that interact with the opponent in a negative way. These cards attacks the opponents hand, deck or buying options.
Support cards: these are cards that allows for temporally benefits for the player who played it such as extra resources during a turn or just […]
Designing card
This week I have been design forth the cards the game is going to use. In order to keep the complexity down I created three types that the cards will be categorized under.
Attack cards: These are Cards that interact with the opponent in a negative way. These cards attacks the opponents hand, deck or buying options.
Support cards: these are cards that allows for temporally benefits for the player who played it such as extra resources during a turn or just […]
Big Game Project (week 3)
After all the placeholders were done we decided to change the perspective of our game because people thought the towers and enemies were quite unclear from a top-down perspective. Instead we decided to use an approximately 45 degree angle so everything would be more clear and the player can see more of the towers, characters and other objects in the game.
Since all our placeholders are done (even dough they are top-town) and we notice that our systems work were beginning […]
Big Game Project (week 3)
After all the placeholders were done we decided to change the perspective of our game because people thought the towers and enemies were quite unclear from a top-down perspective. Instead we decided to use an approximately 45 degree angle so everything would be more clear and the player can see more of the towers, characters and other objects in the game.
Since all our placeholders are done (even dough they are top-town) and we notice that our systems work were beginning […]
Big Game Project (week 3)
After all the placeholders were done we decided to change the perspective of our game because people thought the towers and enemies were quite unclear from a top-down perspective. Instead we decided to use an approximately 45 degree angle so everything would be more clear and the player can see more of the towers, characters and other objects in the game.
Since all our placeholders are done (even dough they are top-town) and we notice that our systems work were beginning […]
Big Game Project (week 3)
After all the placeholders were done we decided to change the perspective of our game because people thought the towers and enemies were quite unclear from a top-down perspective. Instead we decided to use an approximately 45 degree angle so everything would be more clear and the player can see more of the towers, characters and other objects in the game.
Since all our placeholders are done (even dough they are top-town) and we notice that our systems work were beginning […]
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 […]
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 […]
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)
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)
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
[…]
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
[…]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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)
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)