Daily Archives: May 1, 2015
BGP Week 5: Alpha
One of the major events this week was the alpha testing session. This was probably one of the most important events that occurred during the last few weeks, since we received some really valuable feedback from two members of the industry. We were told that the most interesting part of the game was the story, which does not come through in the demo we are making. They suggested that we should try to get at least a little bit of it […]
BGP Week 5: Alpha
One of the major events this week was the alpha testing session. This was probably one of the most important events that occurred during the last few weeks, since we received some really valuable feedback from two members of the industry. We were told that the most interesting part of the game was the story, which does not come through in the demo we are making. They suggested that we should try to get at least a little bit of it […]
Tamarrion, post 5
This week I finished our boss’s lowpoly model, which will be the mesh actually visible in the game, and the group also spent some time in the motion capture studio on Wednesday to record movements for our characters.
As I showed in my previous post, I finished up the lowpoly for the boss’s body last week. This week I spent some time doing the same with the armor part of his model, and the final polycount for the […]
Tamarrion, post 5
This week I finished our boss’s lowpoly model, which will be the mesh actually visible in the game, and the group also spent some time in the motion capture studio on Wednesday to record movements for our characters.
As I showed in my previous post, I finished up the lowpoly for the boss’s body last week. This week I spent some time doing the same with the armor part of his model, and the final polycount for the […]
Scrap Pirates – Ranting about Physics
I think it is time for a status update on what I am working on.
I have had two bigger problems thus far in this project. The first one is about our physic. It was apparent early that Unity’s own 2D physic did not work so well for us. Because of how we want the magnetism to work and that things in the environment should be able to knock you around a bit, we could not just set the players and […]
Scrap Pirates – Ranting about Physics
I think it is time for a status update on what I am working on.
I have had two bigger problems thus far in this project. The first one is about our physic. It was apparent early that Unity’s own 2D physic did not work so well for us. Because of how we want the magnetism to work and that things in the environment should be able to knock you around a bit, we could not just set the players and […]
BGP – TwinShift – Alpha and Improved Camera
This week we have seen the most progress out of any week since we’ve started. Things finally works well enough for us to have a reason to merge our projects since since we no longer will be hindered by other things. I’ve mainly worked on the camera again this week and it feels great to say that it starts to look really good.
One of the biggest flaws that my camera had last weeks was that I used Unitys LookAt method […]
BGP – TwinShift – Alpha and Improved Camera
This week we have seen the most progress out of any week since we’ve started. Things finally works well enough for us to have a reason to merge our projects since since we no longer will be hindered by other things. I’ve mainly worked on the camera again this week and it feels great to say that it starts to look really good.
One of the biggest flaws that my camera had last weeks was that I used Unitys LookAt method […]
BGP#4 – A New Page
Greetings!
Title screens, some games do this very well, while other can make it an abomination to look at. This week I was tasked with the creation of a 3D model of a Book that will be used for our title screen. It will probably be worked on even more but for now it does what it was made to do.
Here is the Low Poly of the book
And here’s an extremely shitty GIF of the book animation, I do apologize. But […]
BGP#4 – A New Page
Greetings!
Title screens, some games do this very well, while other can make it an abomination to look at. This week I was tasked with the creation of a 3D model of a Book that will be used for our title screen. It will probably be worked on even more but for now it does what it was made to do.
Here is the Low Poly of the book
And here’s an extremely shitty GIF of the book animation, I do apologize. But […]
Second update of “Big Game Project”
Recap
Since the last post I have still been working a lot with the animations and polish on that area. for example we found out that unreal does not blend very well on it’s own between walk, attacks and idle, so the end of the attack sequences were a bit abrupt, I had falsely assumed that unreal would interpolate nicely between poses. So to get the transition just right I went back to motionbuilder and added transitional key frames to the […]
Second update of “Big Game Project”
Recap
Since the last post I have still been working a lot with the animations and polish on that area. for example we found out that unreal does not blend very well on it’s own between walk, attacks and idle, so the end of the attack sequences were a bit abrupt, I had falsely assumed that unreal would interpolate nicely between poses. So to get the transition just right I went back to motionbuilder and added transitional key frames to the […]
BGP – Low-Poly, Baking and Textures
Hello!!
This week has been about low poly modelling, baking and texturing the first vehicle. And this is the final result! Weho!
These screenshots are taken in our Unity project, whit shaders done by our technical artist Valdemar. So this is basically how the car will look later on in the game. I might do some small changes on the textures or other small things but it is practically done. Making it took a little bit too […]
BGP – Low-Poly, Baking and Textures
Hello!!
This week has been about low poly modelling, baking and texturing the first vehicle. And this is the final result! Weho!
These screenshots are taken in our Unity project, whit shaders done by our technical artist Valdemar. So this is basically how the car will look later on in the game. I might do some small changes on the textures or other small things but it is practically done. Making it took a little bit too […]
Week 3 of Big Game Project – The Track
For the third week of production for Big Game Project we have made a lot of progress. The results of our past work has finally been starting to surface. We have an enjoyable and playable version of the game now that runs smoothly. Everything isn’t there yet but we’re making good progress.
This week I’ve mainly worked on generating the tracks for the game. At first we planned to have a spline system in Unity to generate our mesh from but […]
Week 3 of Big Game Project – The Track
For the third week of production for Big Game Project we have made a lot of progress. The results of our past work has finally been starting to surface. We have an enjoyable and playable version of the game now that runs smoothly. Everything isn’t there yet but we’re making good progress.
This week I’ve mainly worked on generating the tracks for the game. At first we planned to have a spline system in Unity to generate our mesh from but […]
Scrap Pirates – Week 5
Greetings!
I hope the red day of May 1st is a good one. Myself, I’m sitting in school, painting rust!
This week I have made the top extension backgrounds and keep my fingers crossed that I now am finished with the background tiles. I have now started making decals to place on the walls to create some more variation and life i the background. I managed to figure out how to animate my fan/turbine asset and am now studying dirt, rust and […]
Scrap Pirates – Week 5
Greetings!
I hope the red day of May 1st is a good one. Myself, I’m sitting in school, painting rust!
This week I have made the top extension backgrounds and keep my fingers crossed that I now am finished with the background tiles. I have now started making decals to place on the walls to create some more variation and life i the background. I managed to figure out how to animate my fan/turbine asset and am now studying dirt, rust and […]