Yearly Archives: 2014
Project Report 2014-03-19
This week the only thing of particular note that I’ve been working on has been different iterations of our game’s final room, or level. In pure practical terms it’s gone along like any other level I’ve designed, but its import must not be underestimated. Like a beginning, an experience must have an ending. A bad ending is one feeling just like any other part of the game, making the player not expecting there to be one and feeling unsatisfied when […]
Project Report 2014-03-19
This week the only thing of particular note that I’ve been working on has been different iterations of our game’s final room, or level. In pure practical terms it’s gone along like any other level I’ve designed, but its import must not be underestimated. Like a beginning, an experience must have an ending. A bad ending is one feeling just like any other part of the game, making the player not expecting there to be one and feeling unsatisfied when […]
Good day
I have a lot of work ahead of me but today was a good day. Most importantly i now have a theme park group. I put up a LFG on the facebook group and within five minutes i had someone asking me to join their group. It’s a pretty new group so they didn’t seem to have a clear idea other than something with the brainwave scanner. I figured it might be interesting and since i had nowhere else to […]
Good day
I have a lot of work ahead of me but today was a good day. Most importantly i now have a theme park group. I put up a LFG on the facebook group and within five minutes i had someone asking me to join their group. It’s a pretty new group so they didn’t seem to have a clear idea other than something with the brainwave scanner. I figured it might be interesting and since i had nowhere else to […]
Macy's and the Cheese Cake Factory
For the past two days I’ve been going in to Macy’s. Last night I also found my way to the Cheese Cake Factory on the top floor of the Macy’s-building and HOLY FUCK, sorry, Oh My!! was it a feast for the eye?! The interior design of the place is …
Macy's and the Cheese Cake Factory
For the past two days I’ve been going in to Macy’s. Last night I also found my way to the Cheese Cake Factory on the top floor of the Macy’s-building and HOLY FUCK, sorry, Oh My!! was it a feast for the eye?! The interior design of the place is …
Storyboarding exercise!
Last week’s assignment for my 2d-graphics course was to create a storyboard for a game. I chose to do a Mirror’s edge inspired sequence where the player character receives a valuable bag from a fellow runner. The cops later invade the rooftop where both runners are and the chasing begins.
This was a segment of a scene I have had in my head for quite some time now ever since I first played Mirror’s edge back in 2009. I was […]
Storyboarding exercise!
Last week’s assignment for my 2d-graphics course was to create a storyboard for a game. I chose to do a Mirror’s edge inspired sequence where the player character receives a valuable bag from a fellow runner. The cops later invade the rooftop where both runners are and the chasing begins.
This was a segment of a scene I have had in my head for quite some time now ever since I first played Mirror’s edge back in 2009. I was […]
PC Gamer full page ad
The PC Gamer education special is out later this month. We’re trying to make potential students aware of the demands of our education, so the slackers can self-select themselves out of applying here. Hopefully the tone and message of these ads will resonate more with the people who are trying to achieve something with their education, rather than the ones only looking to spend a few more years in the familiar comfort of the public education system.
Slackers? Stay home.
Motivated and […]
PC Gamer full page ad
The PC Gamer education special is out later this month. We’re trying to make potential students aware of the demands of our education, so the slackers can self-select themselves out of applying here. Hopefully the tone and message of these ads will resonate more with the people who are trying to achieve something with their education, rather than the ones only looking to spend a few more years in the familiar comfort of the public education system.
Slackers? Stay home.
Motivated and […]
Artifact Post 5 – Stars and… well, that’s all there is…
This week has been mostly about getting stuff done for the Beta. That means lots of artifacts done and lots of artifacts to do, so let’s get going with one of those.
This time around, the focus is on the collectibles in the game – stars (because it is always stars) and how they are handled. The stars will pretty much always appear whenever an […]
Artifact Post 5 – Stars and… well, that’s all there is…
This week has been mostly about getting stuff done for the Beta. That means lots of artifacts done and lots of artifacts to do, so let’s get going with one of those.
This time around, the focus is on the collectibles in the game – stars (because it is always stars) and how they are handled. The stars will pretty much always appear whenever an […]
Polish, polszczyzna
With the last two weeks of the project started i have begun polishing the final things of the project as i wasn’t working on anything very specific. Bolt is working on the AI for the guards and then are going to work on lighting so he’ll be busy for most of the time from now on. Leonard is adding more sounds this week but will start helping me with polish stuff in the final week.
Today we did a lot of […]
Polish, polszczyzna
With the last two weeks of the project started i have begun polishing the final things of the project as i wasn’t working on anything very specific. Bolt is working on the AI for the guards and then are going to work on lighting so he’ll be busy for most of the time from now on. Leonard is adding more sounds this week but will start helping me with polish stuff in the final week.
Today we did a lot of […]
Level Design, Part 1
The first part on our level design course was to alone or in a group of two create a level in the Knytt engine, the purpose of the level was environmental storytelling and therefor no text or introduction was allowed more than the name of the game. I was working together with a programmer and together we came up with a good story (in our opinions). Here is a piece from my report describing some thought throw-out the proses and […]
Level Design, Part 1
The first part on our level design course was to alone or in a group of two create a level in the Knytt engine, the purpose of the level was environmental storytelling and therefor no text or introduction was allowed more than the name of the game. I was working together with a programmer and together we came up with a good story (in our opinions). Here is a piece from my report describing some thought throw-out the proses and […]
The Ranged Protester!
This is the movement sequence for the ranged protester! before we only had police enemies that attacked the player, and we did not want to make a statement of taking a side, it’s the old man versus the whole world and vice versa! the coding will be the same as for the ranged police, I’m just adding new sprites.
The Ranged Protester!
This is the movement sequence for the ranged protester! before we only had police enemies that attacked the player, and we did not want to make a statement of taking a side, it’s the old man versus the whole world and vice versa! the coding will be the same as for the ranged police, I’m just adding new sprites.
Friday Speed Paint
This is something I painted in about an hour and a half to practice rendering in grey scale and increasing my work speed, not getting caught up in details. I started with a rough sketch that I cleaned up into line art. I started rendering with a dark background, adding light where needed and blending it with the smudge tool. For the finishing touches I added some extra highlights and I thought about colouring it, but I like it better […]
Friday Speed Paint
This is something I painted in about an hour and a half to practice rendering in grey scale and increasing my work speed, not getting caught up in details. I started with a rough sketch that I cleaned up into line art. I started rendering with a dark background, adding light where needed and blending it with the smudge tool. For the finishing touches I added some extra highlights and I thought about colouring it, but I like it better […]
Codename: Haunted Light – Redirection
In the last post I wrote that I was going to go through how our level generation worked, but due to missed deadlines we’ve been forced to push the implementation of that feature to later when we have a working path-finding since we prioritize having a challenging game rather than a fancy level-generation. Because of that unfortunate turn of events I’ll now write about how our A-star implementation currently works instead.
Before I even […]
Codename: Haunted Light – Redirection
In the last post I wrote that I was going to go through how our level generation worked, but due to missed deadlines we’ve been forced to push the implementation of that feature to later when we have a working path-finding since we prioritize having a challenging game rather than a fancy level-generation. Because of that unfortunate turn of events I’ll now write about how our A-star implementation currently works instead.
Before I even […]
(Part 2) Swedish Game Awards Conference 2014 Report – Talks
Another thing that also happens during SGA Conferences is talks from various people in the game industry. Below is a short summary of the talks that I could attend.
Romi Gråhed from DICE had a talk about development of games in general, what pitfalls a developer might run into and some general tips and tricks for better development of games.
Linnea Harrison from DICE has a talk about something that DICE calles Levolution. In short, it’s how you can change a level in […]
(Part 2) Swedish Game Awards Conference 2014 Report – Talks
Another thing that also happens during SGA Conferences is talks from various people in the game industry. Below is a short summary of the talks that I could attend.
Romi Gråhed from DICE had a talk about development of games in general, what pitfalls a developer might run into and some general tips and tricks for better development of games.
Linnea Harrison from DICE has a talk about something that DICE calles Levolution. In short, it’s how you can change a level in […]