Monthly Archives: April 2017
BGP – Day 11
Watching more tutorials!
During today I spent time changing my particle fire to look more ”calm” as that was the feedback I got from our teachers during our feedback session. Also I changed the smoke, for a larger fire, to black. Since its a fire that is using oil to burn.
When that was done I started working with doing dynamic textures for the hand, so that I could get the hand to change texture as it catches fire. We don’t have any […]
BGP – Day 11
Watching more tutorials!
During today I spent time changing my particle fire to look more ”calm” as that was the feedback I got from our teachers during our feedback session. Also I changed the smoke, for a larger fire, to black. Since its a fire that is using oil to burn.
When that was done I started working with doing dynamic textures for the hand, so that I could get the hand to change texture as it catches fire. We don’t have any […]
Big Game Project Week 1 & 2
Hi!
The first two weeks of Big Game Project (BGP) has flown by faster than I expected. For this course, me and my team of 7 are developing a game called Amenti.
Amenti is a first person dark, puzzle game where you will bend the elements of the gods to your benefit. Placed deep inside an Egyptian pyramid in the late 1800s. You play as Sofia Thompson, a young archeologist that’s trapped in the pyramid. She went down there to solve the […]
Big Game Project Week 1 & 2
Hi!
The first two weeks of Big Game Project (BGP) has flown by faster than I expected. For this course, me and my team of 7 are developing a game called Amenti.
Amenti is a first person dark, puzzle game where you will bend the elements of the gods to your benefit. Placed deep inside an Egyptian pyramid in the late 1800s. You play as Sofia Thompson, a young archeologist that’s trapped in the pyramid. She went down there to solve the […]
Announcement!
Hello again, blog!
The time for me to start the old blog back up again has come. This time in English, and this time with a new purpose.
I am happy to announce that I have taken on the role of producer of Vertele Productions and we have set on ourselves to develop the game concept Goblin Doctors!
The game, Goblin Doctors, a is casual, isometric top down, local multiplayer, party game with a fantasy theme, designed with co-operation focus. The players take […]
Announcement!
Hello again, blog!
The time for me to start the old blog back up again has come. This time in English, and this time with a new purpose.
I am happy to announce that I have taken on the role of producer of Vertele Productions and we have set on ourselves to develop the game concept Goblin Doctors!
The game, Goblin Doctors, a is casual, isometric top down, local multiplayer, party game with a fantasy theme, designed with co-operation focus. The players take […]
Neon Skies
Week 2
Hello! My name is Erik Levin and I am in the second year of the Game Design, Graphics, program at Uppsala University, Campus Gotland.
Im working on a game called Neon Skies.
As mentioned last week, we where considering to change the look of our character because of dissonance between how he looks and the environment. I also wrote that this decision will mean a lot of extra work and i was right.
It did also, as mentioned, give us an opportunity to […]
Neon Skies
Week 2
Hello! My name is Erik Levin and I am in the second year of the Game Design, Graphics, program at Uppsala University, Campus Gotland.
Im working on a game called Neon Skies.
As mentioned last week, we where considering to change the look of our character because of dissonance between how he looks and the environment. I also wrote that this decision will mean a lot of extra work and i was right.
It did also, as mentioned, give us an opportunity to […]
What next?
As the title suggests, I am not sure what to do next. Let me try to see what I want to have.
three different characters for each team. They are a tank, a long range shooter and a close combat unit.
Tank moves slowly and has a lot of hp. Fires slowly but powerfully.
The long range shooter fires from a long distance, powerful shots and low hp.
The close combat unit moves quickly, hits hard and has more hp than the long range […]
What next?
As the title suggests, I am not sure what to do next. Let me try to see what I want to have.
three different characters for each team. They are a tank, a long range shooter and a close combat unit.
Tank moves slowly and has a lot of hp. Fires slowly but powerfully.
The long range shooter fires from a long distance, powerful shots and low hp.
The close combat unit moves quickly, hits hard and has more hp than the long range […]
Neon Skies – Week 2
In the beginning of this week, we realized that the bow we were making was a lot more high poly than what we wanted. Instead I found an old concept art the team had made and finished it quickly so we could get at least an alpha version.
As it currently is, it is too small, the version on the right is a scaled up x5 version in Unity, I will early next week go back and fix the […]
Neon Skies – Week 2
In the beginning of this week, we realized that the bow we were making was a lot more high poly than what we wanted. Instead I found an old concept art the team had made and finished it quickly so we could get at least an alpha version.
As it currently is, it is too small, the version on the right is a scaled up x5 version in Unity, I will early next week go back and fix the […]
BGP: Refracted Fate – Interaction
Hello, all readers, we recently started a new course called “Big Game Project”, In the course, me and my group are making a game called Refracted Fate and each week I will post about different things I have been making in the game. I will often be making a lot of different things in a week, so instead of writing about each feature I develop I will each week pick a specific area that is of more interest and write […]
BGP: Refracted Fate – Interaction
Hello, all readers, we recently started a new course called “Big Game Project”, In the course, me and my group are making a game called Refracted Fate and each week I will post about different things I have been making in the game. I will often be making a lot of different things in a week, so instead of writing about each feature I develop I will each week pick a specific area that is of more interest and write […]
BGP – Day 10.1
What I have worked on!
Here it is! This is the materials I have created from scratch watching a tutorial from Pluralsight.com and shows what can be created from some of the things I mentioned in previous post about materials and their behaviors.
From learning about Material basics like, metallic, roughness, reflectivity, refraction, Fresnel and transparency. To texturing, masking, colors, normal maps, parallax and parameters. It also included some light programming through the blueprint system in Unreal Engine 4.
Why I spent time […]
BGP – Day 10.1
What I have worked on!
Here it is! This is the materials I have created from scratch watching a tutorial from Pluralsight.com and shows what can be created from some of the things I mentioned in previous post about materials and their behaviors.
From learning about Material basics like, metallic, roughness, reflectivity, refraction, Fresnel and transparency. To texturing, masking, colors, normal maps, parallax and parameters. It also included some light programming through the blueprint system in Unreal Engine 4.
Why I spent time […]
The Beginning of the map
So the first week of the project I have worked on the basic layout of the map as well as the first plants and trees.
First of all I spend a day drawing sketches and using the work I had done prior to the course start. The limits that the map had was 1. It was going to be a flying island and 2. It was not going to be a large map.
Beside that I was free to try pretty much […]
The Beginning of the map
So the first week of the project I have worked on the basic layout of the map as well as the first plants and trees.
First of all I spend a day drawing sketches and using the work I had done prior to the course start. The limits that the map had was 1. It was going to be a flying island and 2. It was not going to be a large map.
Beside that I was free to try pretty much […]
Week 2, Establishing the art style
Hello again!
This week we´ve been establishing the art style of the game.
Previous week we translated the concept into actual design for the game, breaking down our intended aesthetic goals to fail and sucess states that can guide us when creating the tuning the mechanics.
The mechanics have a major impact on the art style and the environment.
As an example from our discussions:
When creating the mechanic of dimension shifting we were toying with different ideas for that concept. What could be a […]
Week 2, Establishing the art style
Hello again!
This week we´ve been establishing the art style of the game.
Previous week we translated the concept into actual design for the game, breaking down our intended aesthetic goals to fail and sucess states that can guide us when creating the tuning the mechanics.
The mechanics have a major impact on the art style and the environment.
As an example from our discussions:
When creating the mechanic of dimension shifting we were toying with different ideas for that concept. What could be a […]
Första veckan av utvecklingen, The Summoning
Från början av iden till design av spelet var halvt förberett av Simon ströberg. Spel iden är att man kan spela som antingen som Demon eller mänska det kanske blir flera mänskor att spela co-op, Spelsättningen är att demonen har erövrat världen, och det är till de sista hjältarna att återta världen ifrån demonen.
Spelet är i perspektivet från ovan för båda sidorna demon och mänskan.
Demonen ska bygga saker för att försvara sig och Mänska ska attackerar med endast sin […]
Första veckan av utvecklingen, The Summoning
Från början av iden till design av spelet var halvt förberett av Simon ströberg. Spel iden är att man kan spela som antingen som Demon eller mänska det kanske blir flera mänskor att spela co-op, Spelsättningen är att demonen har erövrat världen, och det är till de sista hjältarna att återta världen ifrån demonen.
Spelet är i perspektivet från ovan för båda sidorna demon och mänskan.
Demonen ska bygga saker för att försvara sig och Mänska ska attackerar med endast sin […]
BGP – Day 10
Prototyping & Materials
The plan for today was prototyping with paper, glue and a lot of coloring pencils! The fastest way to try a idea is to build it as fast as you can and then try it, if it fails, try again. It is looked upon as a very forced way of design and is not commonly used in other industries. But when it comes to games, it is easy to test a mechanic (which is similar to rules in […]
BGP – Day 10
Prototyping & Materials
The plan for today was prototyping with paper, glue and a lot of coloring pencils! The fastest way to try a idea is to build it as fast as you can and then try it, if it fails, try again. It is looked upon as a very forced way of design and is not commonly used in other industries. But when it comes to games, it is easy to test a mechanic (which is similar to rules in […]