Monthly Archives: February 2015
“Needle” WIP – Base Mesh
Long time no see!
We are working in groups to go through the pipeline of making a character, from concept art to finished model with complete texture sets and an animation tree. My two comrades are Alex and Nils and I am in charge of the concept art and modeling. This is what we got so far:
Meet Needle, our tough post-apocalyptic archer girl.
Character Turnaround
Base mesh – ready for rigging
It felt surprisingly painless […]
“Needle” WIP – Base Mesh
Long time no see!
We are working in groups to go through the pipeline of making a character, from concept art to finished model with complete texture sets and an animation tree. My two comrades are Alex and Nils and I am in charge of the concept art and modeling. This is what we got so far:
Meet Needle, our tough post-apocalyptic archer girl.
Character Turnaround
Base mesh – ready for rigging
It felt surprisingly painless […]
Creating the Pre Alpha Demo Track for Dragon’s Song
Last week was the Pre-Alpha milestone which carried with it a slew of problems for our team of freshly baked game designers. Creating the beat meter engine that would allow our game’s core mechanic to function has proven to be a herculean task for or programmers and the week also carried with it the deadline for our Game Design document which took some 35 hours of my time to write (More on that subject at a later date).
But even if […]
Creating the Pre Alpha Demo Track for Dragon’s Song
Last week was the Pre-Alpha milestone which carried with it a slew of problems for our team of freshly baked game designers. Creating the beat meter engine that would allow our game’s core mechanic to function has proven to be a herculean task for or programmers and the week also carried with it the deadline for our Game Design document which took some 35 hours of my time to write (More on that subject at a later date).
But even if […]
Day of the Piñata Week 5
For this week I have started working on the animations for the Piñata. I decided to learn how to animate in flash with the bone tool to be able to produce animations faster as we will need three different animations for each action of the player character. How I thought the piñata would move proves to be perfect to this method as well. The Piñata is made of paper hence can’t stretch or morph much as it would break. The […]
Day of the Piñata Week 5
For this week I have started working on the animations for the Piñata. I decided to learn how to animate in flash with the bone tool to be able to produce animations faster as we will need three different animations for each action of the player character. How I thought the piñata would move proves to be perfect to this method as well. The Piñata is made of paper hence can’t stretch or morph much as it would break. The […]
Green Warden: Week 5 – HUD
This is the fifth week we are working with the space shooter project and we are in the middle of our fourth sprint. This is the fifth week we are working with the space shooter project and we are in the middle of our fourth sprint.
This week I have mostly been working on icons and such for the HUD (heads-up display). The icons for the HUD include player character/dryad life bar, player character inventory, skill icon (available/cooling down), enemy and plant unit life bars and sidebar art.
The only thing related to the HUD we had before this week was the sidebar art,
Green Warden: Week 5 – HUD
This week I have mostly been working on icons and such for the HUD (heads-up display). The icons for the HUD include player character/dryad life bar, player character inventory, skill icon (available/cooling down), enemy and plant unit life bars and sidebar art.
The only thing related to the HUD we had before this week was the sidebar art,
Artifact 2 – The Obstacles in BAT the Game
ARTIFACT 2 – THE OBSTACLESIn BAT the Game
Five weeks has now passed since my team 12 and I started the Space Shooter Project “Heartbeat Bat”. The original concept was designed by Team 7.
For this week’s blog assignment I thought I would tell you about the different Obstacles in level 2 (the Forest) and level 3 (the Cave) I have been working on.
Limited vision vs. Speedracing gameAt first our game was being designed to give the player limited vision. Early on however […]
Artifact 2 – The Obstacles in BAT the Game
ARTIFACT 2 – THE OBSTACLESIn BAT the Game
Five weeks has now passed since my team 12 and I started the Space Shooter Project “Heartbeat Bat”. The original concept was designed by Team 7.
For this week’s blog assignment I thought I would tell you about the different Obstacles in level 2 (the Forest) and level 3 (the Cave) I have been working on.
Limited vision vs. Speedracing gameAt first our game was being designed to give the player limited vision. Early on however […]
2DII Character design assignment
In our 2D course this week we were given the assignment to design a character for a game. We were supposed to think about their appearance but also their personality and try to convey this through our drawings.
For this assignment I decided to draw a character from a story I wrote about a year ago. I wrote it as a book, but I think it could work as a game as well! It’s about an assassin named Rasha who is […]
2DII Character design assignment
In our 2D course this week we were given the assignment to design a character for a game. We were supposed to think about their appearance but also their personality and try to convey this through our drawings.
For this assignment I decided to draw a character from a story I wrote about a year ago. I wrote it as a book, but I think it could work as a game as well! It’s about an assassin named Rasha who is […]
Concept art and 2D class
So far I´m doing alright with my full time extra course ”Concept Art” And even though it´s tight some times, I still manage to make the deadlines (even if it is with 3 minutes margin). This week I had to make concept art for a Japanese samurai named Oishi. We had to draw him in two different art styles.
I drew him in a marvel sort of style to the left and a ”Adventure Time” style to the right. I […]
Concept art and 2D class
So far I´m doing alright with my full time extra course ”Concept Art” And even though it´s tight some times, I still manage to make the deadlines (even if it is with 3 minutes margin). This week I had to make concept art for a Japanese samurai named Oishi. We had to draw him in two different art styles.
I drew him in a marvel sort of style to the left and a ”Adventure Time” style to the right. I […]
So little time so much to do
The first term has passed and I’m slowly approaching my final thesis. It has been fun and interesting to read more about animation, animate in motion builder with mo-cap data and analyze games, I also went a course in rapid prototyping which gave me new perspective in early development of games.
Less talk, More rock: http://boingboing.net/features/morerock.html
Right now I need to focus on the 3D course I’m going where we are introduced to Maxscripting, physically-based rendering, special effects and Unreal Engine4. […]
So little time so much to do
The first term has passed and I’m slowly approaching my final thesis. It has been fun and interesting to read more about animation, animate in motion builder with mo-cap data and analyze games, I also went a course in rapid prototyping which gave me new perspective in early development of games.
Less talk, More rock: http://boingboing.net/features/morerock.html
Right now I need to focus on the 3D course I’m going where we are introduced to Maxscripting, physically-based rendering, special effects and Unreal Engine4. […]
Pre Alpha week
Hello,
This week has been all about preparing for the pre alpha meeting. So this week I took the role as the member of the team to merge all our code into one. I thought this was going to be really easy and I would have had a lot of time to work on adding new features to our game, but I had a really hard time actually combining our code. The first problem that i stumbled upon was that on […]
Pre Alpha week
Hello,
This week has been all about preparing for the pre alpha meeting. So this week I took the role as the member of the team to merge all our code into one. I thought this was going to be really easy and I would have had a lot of time to work on adding new features to our game, but I had a really hard time actually combining our code. The first problem that i stumbled upon was that on […]
fixed TileMap
The game I’m working on, as a programmer, is (temporary called) Green Warden. This game is sort of a Tower Defence where the player runs around with an avatar, planting seeds that grow up to projectile-shooting trees (towers) against army of lumberjacks (and flamethrowers).
When the players are building their trees/towers we wanted each tower to fit in in a fixed grid of tiles; like chess, where only one piece can be place on one tile.
I wrote a tile map class […]
fixed TileMap
The game I’m working on, as a programmer, is (temporary called) Green Warden. This game is sort of a Tower Defence where the player runs around with an avatar, planting seeds that grow up to projectile-shooting trees (towers) against army of lumberjacks (and flamethrowers).
When the players are building their trees/towers we wanted each tower to fit in in a fixed grid of tiles; like chess, where only one piece can be place on one tile.
I wrote a tile map class […]
GAME DEV WEEK#3; DESCRIBING STATES AND MODES PLUS PROGRAMMING OBJECTS
Hello! My name is Daniel Granqvist and I´m right now working with two courses called ”Introduction to game development” and ”Game Programming 2” at Uppsala University.
In the past course we described a game and now we have chosen a game described by another group in order to realize it and program it as a real functional game within 10 weeks. Our group is called no 13 and consists of six persons.
My role in the group is Lead Sound, which means I´m responsible for all sound […]
GAME DEV WEEK#3; DESCRIBING STATES AND MODES PLUS PROGRAMMING OBJECTS
Hello! My name is Daniel Granqvist and I´m right now working with two courses called ”Introduction to game development” and ”Game Programming 2” at Uppsala University.
In the past course we described a game and now we have chosen a game described by another group in order to realize it and program it as a real functional game within 10 weeks. Our group is called no 13 and consists of six persons.
My role in the group is Lead Sound, which means I´m responsible for all sound […]
Week 4
Week 4 of Spelutveckling – introduktion
Role: Lead artist.
Game: Day of the Piñata
Story:
In Day of the Piñata, the player takes control of a piñata possessed by a vengeful spirit awakened during the infamous Day of the Dead festival in rural Mexico. Meanwhile, the child of a prominent local celebrates his birthday by tying up piñatas all over the town and prepares to smash them for their tasty content.
Angry with the slaughter of papier-mâché animals over the centuries, the piñata goes on […]
Week 4
Week 4 of Spelutveckling – introduktion
Role: Lead artist.
Game: Day of the Piñata
Story:
In Day of the Piñata, the player takes control of a piñata possessed by a vengeful spirit awakened during the infamous Day of the Dead festival in rural Mexico. Meanwhile, the child of a prominent local celebrates his birthday by tying up piñatas all over the town and prepares to smash them for their tasty content.
Angry with the slaughter of papier-mâché animals over the centuries, the piñata goes on […]