Daily Archives: May 8, 2017

Week 2: Production of goblin tools and the rise of the orc patient

At the beginning of this week I made the mesh for the bellows that was designed last Friday.  
Differences between concept and result is firstly some extra wonkiness, it was needed because Goblin doctors art style is handmade with clearly defined and exaggerated shapes. The concept was a bit too flat. Secondly, I also added some more details to the shield top, with this design I want to show that it once was a shield used in war by orcs […]

/ Comments Off on Week 2: Production of goblin tools and the rise of the orc patient
Program: Graphics

Week 2: Production of goblin tools and the rise of the orc patient

At the beginning of this week I made the mesh for the bellows that was designed last Friday.  
Differences between concept and result is firstly some extra wonkiness, it was needed because Goblin doctors art style is handmade with clearly defined and exaggerated shapes. The concept was a bit too flat. Secondly, I also added some more details to the shield top, with this design I want to show that it once was a shield used in war by orcs […]

/ Comments Off on Week 2: Production of goblin tools and the rise of the orc patient
Program: Graphics

Press conference scene.

So, the game will have the character-dialogues to further your relationship with each of the main characters, but there’s another important thing that you do between races: Press-conferences.
Now, this isn’t that different from your interactions with the characters, but in presentation we wanted to make it more distinct, instead of just having a dialogue-box with different portraits above it like all the other times. This would also make it easier to communicate that the player is talking to a mass […]

/ Comments Off on Press conference scene.
Program: Game Design

Press conference scene.

So, the game will have the character-dialogues to further your relationship with each of the main characters, but there’s another important thing that you do between races: Press-conferences.
Now, this isn’t that different from your interactions with the characters, but in presentation we wanted to make it more distinct, instead of just having a dialogue-box with different portraits above it like all the other times. This would also make it easier to communicate that the player is talking to a mass […]

/ Comments Off on Press conference scene.
Program: Game Design

First post: Motion Capture

Perhaps a day or two late (try four weeks Linda, get your shit together), but better late than never!
This first ever blog post about our game Rune Mages will cover very beginning of my work on the animations. Being the Lead Animator I felt like that would be a suitable subject.
I decided to use Motion Capture for our game since we will have four characters, all with unique and individual animations. Doing them by hand would have been way […]

/ Comments Off on First post: Motion Capture
Program: Programming

First post: Motion Capture

Perhaps a day or two late (try four weeks Linda, get your shit together), but better late than never!
This first ever blog post about our game Rune Mages will cover very beginning of my work on the animations. Being the Lead Animator I felt like that would be a suitable subject.
I decided to use Motion Capture for our game since we will have four characters, all with unique and individual animations. Doing them by hand would have been way […]

/ Comments Off on First post: Motion Capture
Program: Programming

Cave Craving

Hello again!
Somnium is in a way a linear game, but at the same time, we want the player to explore as well. So in other words, you can go straight to solving the puzzles to complete the game, but there is a world to explore as well if you want.
Creating different routes to take from point A to point B is what I have been working on today. For instance, you can cross a river and walk past an opening […]

/ Comments Off on Cave Craving
Program: Graphics

Cave Craving

Hello again!
Somnium is in a way a linear game, but at the same time, we want the player to explore as well. So in other words, you can go straight to solving the puzzles to complete the game, but there is a world to explore as well if you want.
Creating different routes to take from point A to point B is what I have been working on today. For instance, you can cross a river and walk past an opening […]

/ Comments Off on Cave Craving
Program: Graphics

The Summoning 03

This the part of the project that I got back to my treemaking. In the beginning of this project (after the writing of the style guide) I got the task of modelling the trees for the environment.
I started this task by researching different types of tree that are/were native to Japan to get the feeling of the setting in the game. After collecting a bunch of references I ended up with three types of trees that looked similar but not […]

/ Comments Off on The Summoning 03
Program: Graphics

The Summoning 03

This the part of the project that I got back to my treemaking. In the beginning of this project (after the writing of the style guide) I got the task of modelling the trees for the environment.
I started this task by researching different types of tree that are/were native to Japan to get the feeling of the setting in the game. After collecting a bunch of references I ended up with three types of trees that looked similar but not […]

/ Comments Off on The Summoning 03
Program: Graphics

Week 4: Actual UI implementation, Alpha Presentation

The Alpha has come and gone , its presentation over. Feedback mainly centered around difficulty in determining which player is where and doing what, indicating our placeholder art needs to be replaced ASAP. But that would not make a very good blogpost, so here instead the project UI and where it derives its statistics are obtained. Remember that all art here is placeholder at the moment, meant only to represent what each player should see, not what they WILL see.
The […]

/ Comments Off on Week 4: Actual UI implementation, Alpha Presentation
Program: Programming

Week 4: Actual UI implementation, Alpha Presentation

The Alpha has come and gone , its presentation over. Feedback mainly centered around difficulty in determining which player is where and doing what, indicating our placeholder art needs to be replaced ASAP. But that would not make a very good blogpost, so here instead the project UI and where it derives its statistics are obtained. Remember that all art here is placeholder at the moment, meant only to represent what each player should see, not what they WILL see.
The […]

/ Comments Off on Week 4: Actual UI implementation, Alpha Presentation
Program: Programming

Neon Skies

Week 6
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.
This week i began and finished the mesh for the 3d person character. It took a long time becuase i had som technical difficulities with Maya, or rather Autodesk. However i solved it and once that was done it went smooth.
 

 

 
 
I started by doing the left side of the […]

/ Comments Off on Neon Skies
Program: Graphics

Neon Skies

Week 6
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.
This week i began and finished the mesh for the 3d person character. It took a long time becuase i had som technical difficulities with Maya, or rather Autodesk. However i solved it and once that was done it went smooth.
 

 

 
 
I started by doing the left side of the […]

/ Comments Off on Neon Skies
Program: Graphics

Rune Mages – The rune icons

Celtic Symbols
During the production of the game it occurred that runes that was going to be a huge part of the game would have to be designed, and rather sooner than later. The runes that are used in the game are heavily inspired by old Celtic symbols and I was put in charge for the design of the runes. We didn’t want to copy an existing symbol straight off so I had to do some research on what is special with […]

/ Comments Off on Rune Mages – The rune icons
Program: Graphics

Rune Mages – The rune icons

Celtic Symbols
During the production of the game it occurred that runes that was going to be a huge part of the game would have to be designed, and rather sooner than later. The runes that are used in the game are heavily inspired by old Celtic symbols and I was put in charge for the design of the runes. We didn’t want to copy an existing symbol straight off so I had to do some research on what is special with […]

/ Comments Off on Rune Mages – The rune icons
Program: Graphics

Assets

Somnium – (Late) 2nd Update
Here’s another late update! (oopsie)
During the second week of production i created some asset for the game. Since Olivia is walking through her dreams, we wanted to fill the world with objects that are weird and out of place. As well as objects that represents Olivia as a character.
When creating the first batch of assets I would just look at an image of an object I found online and try to recreate that thing. This might […]

/ Comments Off on Assets
Program: Graphics

Assets

Somnium – (Late) 2nd Update
Here’s another late update! (oopsie)
During the second week of production i created some asset for the game. Since Olivia is walking through her dreams, we wanted to fill the world with objects that are weird and out of place. As well as objects that represents Olivia as a character.
When creating the first batch of assets I would just look at an image of an object I found online and try to recreate that thing. This might […]

/ Comments Off on Assets
Program: Graphics