Yearly Archives: 2016
OMNI
In Arbor, the worldly past-time is playing OMNI, a game that re-enacts glorious battles of old before our world was united.
Ludwig Lindståhl
Ladbon Monjezi
OMNI was the first board game to ever be nominated – and win – the Best Social Game award at GameConnection in Paris (2016)!
Posted in Arcades and physical by Ulf Benjaminsson
OMNI
In Arbor, the worldly past-time is playing OMNI, a game that re-enacts glorious battles of old before our world was united.
Ludwig Lindståhl
Ladbon Monjezi
OMNI was the first board game to ever be nominated – and win – the Best Social Game award at GameConnection in Paris (2016)!
Posted in Arcades and physical by Ulf Benjaminsson
Symbiosis
Single player, two avatars, 2.5D platformer.
Explore the world and solve puzzles using the different characters, Terra and Lumi.
The two avatars have unique abilities based on the four elements. Combine their abilities to make clouds to walk on!
This game is built with in Unity. Other programs used are 3ds Max, Photoshop CS, Zbrush and MotionBuilder.
Matilda Nagy – Producer
Tom von Sydow – Level designer
Lisa Wackenhuth Svanström – Lead art
Ellen Mellåker – Artist
Niklas Larsson – Animator
Axel Palmqvist Gillman – Lead code
Oskar Hernberg […]
Symbiosis
Single player, two avatars, 2.5D platformer.
Explore the world and solve puzzles using the different characters, Terra and Lumi.
The two avatars have unique abilities based on the four elements. Combine their abilities to make clouds to walk on!
This game is built with in Unity. Other programs used are 3ds Max, Photoshop CS, Zbrush and MotionBuilder.
Matilda Nagy – Producer
Tom von Sydow – Level designer
Lisa Wackenhuth Svanström – Lead art
Ellen Mellåker – Artist
Niklas Larsson – Animator
Axel Palmqvist Gillman – Lead code
Oskar Hernberg […]
Anchored
Anchored is a survival-based real-time strategy game. Manage a settlement on a floating island anchored above a dangerous jungle. During the day you must lead a group of settlers down into the jungle to gather food and resources. Build defenses and prepare your settlement for the night, because you are not alone in the skies.
The game is built in Unity 5 and modeled in Blender.
Marcus Litholm – Lead Game Designer
André Bengtsson – Lead Artist
Nisse Lindblom – 3D Artist
Semih Parlayan- Lead […]
Anchored
Anchored is a survival-based real-time strategy game. Manage a settlement on a floating island anchored above a dangerous jungle. During the day you must lead a group of settlers down into the jungle to gather food and resources. Build defenses and prepare your settlement for the night, because you are not alone in the skies.
The game is built in Unity 5 and modeled in Blender.
Marcus Litholm – Lead Game Designer
André Bengtsson – Lead Artist
Nisse Lindblom – 3D Artist
Semih Parlayan- Lead […]
Tale
In a world of great wonders, a ranger is tricked by a scheming wizard to unleash a great danger. In order to undo her mistakes…
Tale is a third-person adventure game, on Multiple platforms, set in a fantastical land known as Abulin. With gameplay centered on exploration and navigation, Tale aims to tell the story of a young ranger as she unravels the plot of a devious magician. The game is developed in Unity. Assets are created in, Zbrush,3Dsmax,Speedtree,Motionbuilder,Logic pro, Visualstudio, […]
Tale
In a world of great wonders, a ranger is tricked by a scheming wizard to unleash a great danger. In order to undo her mistakes…
Tale is a third-person adventure game, on Multiple platforms, set in a fantastical land known as Abulin. With gameplay centered on exploration and navigation, Tale aims to tell the story of a young ranger as she unravels the plot of a devious magician. The game is developed in Unity. Assets are created in, Zbrush,3Dsmax,Speedtree,Motionbuilder,Logic pro, Visualstudio, […]
Smackquarium
Smackquarium is a 2D, platformer local multiplayer game. With its transparent screen Smackquarium allow the players to see each other while playing. The game also allows the players to pour real water into the aquarium (the game-setting), making the environment/ players be affected by the resulting virtual water steam.
In smackquarium two players fight against each other located in an aquarium. They are both playing a turtle equipped with an oversized hammer. Their goal is to be the fastest one to […]
Smackquarium
Smackquarium is a 2D, platformer local multiplayer game. With its transparent screen Smackquarium allow the players to see each other while playing. The game also allows the players to pour real water into the aquarium (the game-setting), making the environment/ players be affected by the resulting virtual water steam.
In smackquarium two players fight against each other located in an aquarium. They are both playing a turtle equipped with an oversized hammer. Their goal is to be the fastest one to […]
The wonderful world of Re spawning
So Somethings we changed for GGC is the way we re spawn in the game. The checkpoints implemented glows whit a fire particle and a water particle when Lumi(Fire squirrel) and Terra(Grass ball) moves inside a trigger. This then gets recognized ass the re spawn point. If Lumi or Terra then die this is the position they will re appear at.
The Gif above Represents what happens when the players go to far away from each other. as shown the screen […]
The wonderful world of Re spawning
So Somethings we changed for GGC is the way we re spawn in the game. The checkpoints implemented glows whit a fire particle and a water particle when Lumi(Fire squirrel) and Terra(Grass ball) moves inside a trigger. This then gets recognized ass the re spawn point. If Lumi or Terra then die this is the position they will re appear at.
The Gif above Represents what happens when the players go to far away from each other. as shown the screen […]
Tooltips or Button prompts to help Players
Hello This one will be a bit short. We implemented a system of button prompts that will play an animation that blinks the button to be pressed to make it easier to proceed.
This is an example of the prompt that we in the group called a tool tip so will to from now on. This tool tip were one of several meant to show the player what to do in a situation in the beginning of the level and also […]
Tooltips or Button prompts to help Players
Hello This one will be a bit short. We implemented a system of button prompts that will play an animation that blinks the button to be pressed to make it easier to proceed.
This is an example of the prompt that we in the group called a tool tip so will to from now on. This tool tip were one of several meant to show the player what to do in a situation in the beginning of the level and also […]
Building a Platformer in 11 days
For 11 days, starting from Tuesday on May 10th to saturday night on May 21st, we built a whole new game called Spark. A combat platformer where you would would play as the last spark of hope (symbolized as a female knight armed with a sword and a torch) who must defeat shadowy monsters who symbolize deppresion, anxiety and paranoia in a nightmarish world.
For this new project, I was tasked with three types of assignments: making prototype assets, create/collect/edit/implement sound effects […]
Building a Platformer in 11 days
For 11 days, starting from Tuesday on May 10th to saturday night on May 21st, we built a whole new game called Spark. A combat platformer where you would would play as the last spark of hope (symbolized as a female knight armed with a sword and a torch) who must defeat shadowy monsters who symbolize deppresion, anxiety and paranoia in a nightmarish world.
For this new project, I was tasked with three types of assignments: making prototype assets, create/collect/edit/implement sound effects […]
Vegetation with SpeedTree
Hello!
So when making the grass that was to be placed in the game I made use of speedtree, as files from that program work automatically with the wind in Unity. So by simply porting in models, fixing them around a bit and then sending the from SpeedTree to Unity, we could easily make them sway in the simulated wind.
I had never used speedtree or worked with planes in this way before, so it was rather exciting to learn somethin new. […]
Vegetation with SpeedTree
Hello!
So when making the grass that was to be placed in the game I made use of speedtree, as files from that program work automatically with the wind in Unity. So by simply porting in models, fixing them around a bit and then sending the from SpeedTree to Unity, we could easily make them sway in the simulated wind.
I had never used speedtree or worked with planes in this way before, so it was rather exciting to learn somethin new. […]
Special Mushroom Models
Hello!
The last of the mushroom models I made. These were the ones that had special functions in the game and had to be animated. One of those I showed in the previous post, so I will go ahead and show that one again along with the others.
The bounce shroom was the first of the special mushrooms I made. Using the line drawing tool in 3ds max I was able to make the spiral, which I could then apply a plane too using […]
Special Mushroom Models
Hello!
The last of the mushroom models I made. These were the ones that had special functions in the game and had to be animated. One of those I showed in the previous post, so I will go ahead and show that one again along with the others.
The bounce shroom was the first of the special mushrooms I made. Using the line drawing tool in 3ds max I was able to make the spiral, which I could then apply a plane too using […]
BGP: Post GGC
Well, the past few days have certainly been a trip and a half.
I don’t think any of us in the team expected to get so many people who played our game and so much positive feedback from everyone. The two computers we had set up rarely went unused, as there was almost always someone who played there.
We’ve had people tell us stories about how they or their friends/relatives have gone through similar things and that it was very emotional for […]
BGP: Post GGC
Well, the past few days have certainly been a trip and a half.
I don’t think any of us in the team expected to get so many people who played our game and so much positive feedback from everyone. The two computers we had set up rarely went unused, as there was almost always someone who played there.
We’ve had people tell us stories about how they or their friends/relatives have gone through similar things and that it was very emotional for […]
The end of Big game project
Time really does fly. I don´t even know where to begin! The project development has gone up and down and been both great and really hard. The first thing I think about when it comes to BGP (big game project) is that nothing ended up like I had planned when I wrote my first blog post. The goal was to be smart in advance and plan with room for error and so that the project would be completed before the […]
The end of Big game project
Time really does fly. I don´t even know where to begin! The project development has gone up and down and been both great and really hard. The first thing I think about when it comes to BGP (big game project) is that nothing ended up like I had planned when I wrote my first blog post. The goal was to be smart in advance and plan with room for error and so that the project would be completed before the […]