Monthly Archives: May 2017

“Cunt Touch This!”, our sixth and final talk is in place

This talk will touch a particularly hot subject: The vulva. And by extension it will let us consider topics like pleasure, shame and embarrassment in gaming.

“you never win ‘over’ the Cunt. You win for it.”

While games fetishise “fun” they still have a problem embracing subjects like intimacy, sex and pleasure as possible variants of it. Using the case of Cunt Touch This, a vulva-based tablet colouring game designed as a tribute to Tee Corinne’s iconic […]

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“Cunt Touch This!”, our sixth and final talk is in place

This talk will touch a particularly hot subject: The vulva. And by extension it will let us consider topics like pleasure, shame and embarrassment in gaming.

“you never win ‘over’ the Cunt. You win for it.”

While games fetishise “fun” they still have a problem embracing subjects like intimacy, sex and pleasure as possible variants of it. Using the case of Cunt Touch This, a vulva-based tablet colouring game designed as a tribute to Tee Corinne’s iconic […]

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Part 4: Everything will be sculpted

Like I pointed out in the previous post I learned zbrush prior to this project. When starting the pre production phase I started developing the art style for Rune Mages.
One major matter I wanted to achieve was that Everything in the game will be sculpted. If Everything is sculpted then the art style is much more coherent than if only a couple of objects would be sculpted (this of course depends). As I am aiming for stylised realism I have […]

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Program: Graphics

Part 4: Everything will be sculpted

Like I pointed out in the previous post I learned zbrush prior to this project. When starting the pre production phase I started developing the art style for Rune Mages.
One major matter I wanted to achieve was that Everything in the game will be sculpted. If Everything is sculpted then the art style is much more coherent than if only a couple of objects would be sculpted (this of course depends). As I am aiming for stylised realism I have […]

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Program: Graphics

Yo, Bartender!

Yo, Bartender! puts you in the shoes of a modern day bartender mixing cocktails in a bustling city. Survive the night rush by mixing and serving as fast as you can while making sure you always have the orders right. Do you have what it takes to be a bartender?
Yo, Bartender! was built for PC using Unity and Photoshop.

Yo, Bartender! was selected for the 2018 alt.ctrl.GDC showcase in San Francisco, and the team were interviewed on Gamasutra […]

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Yo, Bartender!

Yo, Bartender! puts you in the shoes of a modern day bartender mixing cocktails in a bustling city. Survive the night rush by mixing and serving as fast as you can while making sure you always have the orders right. Do you have what it takes to be a bartender?
Yo, Bartender! was built for PC using Unity and Photoshop.

Yo, Bartender! was selected for the 2018 alt.ctrl.GDC showcase in San Francisco, and the team were interviewed on Gamasutra […]

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The Fiddler

The Fiddler is a game about music, and its ability to influence our emotions.Inspired by folktales and children’s stories, the game lets you take the role of a fiddle-playing spirit helping a young girl on her journey to find herself.
You interact with the game by using a simplified fiddle. By playing a combination of notes, you create songs that make characters feel four different emotions: Joy, Anger, Fear, and Sadness. By creating combinations of emotions, you can make characters interact […]

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The Fiddler

The Fiddler is a game about music, and its ability to influence our emotions.Inspired by folktales and children’s stories, the game lets you take the role of a fiddle-playing spirit helping a young girl on her journey to find herself.
You interact with the game by using a simplified fiddle. By playing a combination of notes, you create songs that make characters feel four different emotions: Joy, Anger, Fear, and Sadness. By creating combinations of emotions, you can make characters interact […]

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BGP – Day 33

BETA
Time for beta and having some of our classmates play our game, but before the play test we had a meeting where we would receive feedback on our lighting and materials. This went well and we received a lot of help (note, never use point lights that cast shadows, since this will eat up your frame rate). One thing we discussed was how the silhouette of the level looked very square so i suggested adding some fabric/cloth that could be […]

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Program: Graphics

BGP – Day 33

BETA
Time for beta and having some of our classmates play our game, but before the play test we had a meeting where we would receive feedback on our lighting and materials. This went well and we received a lot of help (note, never use point lights that cast shadows, since this will eat up your frame rate). One thing we discussed was how the silhouette of the level looked very square so i suggested adding some fabric/cloth that could be […]

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Program: Graphics

BGP – Day 32

16 hours
During this day I spent 16 hours at the office trying to get everything into the engine also wanting to work when everyone wasn’t in the office. This is because we can’t add everything to our main level without the risk of destroying the project if what we add is conflicting with each other. This mean that only one can work in the main level at one time. Or we need to be very clear with what we are […]

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Program: Graphics

BGP – Day 32

16 hours
During this day I spent 16 hours at the office trying to get everything into the engine also wanting to work when everyone wasn’t in the office. This is because we can’t add everything to our main level without the risk of destroying the project if what we add is conflicting with each other. This mean that only one can work in the main level at one time. Or we need to be very clear with what we are […]

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Program: Graphics

Island Environment – week 4

For this week i was working on the Island Environment. The good thing is that it is pretty easy to work with that in unreal engine. All the assets that you can see in the screenshot are free and are availible on the internet. With the foilage tool the developer can add a lot of enviroment assets at once. I did not needed to handpick everything and place it inside of the engine.

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Program: Programming

Island Environment – week 4

For this week i was working on the Island Environment. The good thing is that it is pretty easy to work with that in unreal engine. All the assets that you can see in the screenshot are free and are availible on the internet. With the foilage tool the developer can add a lot of enviroment assets at once. I did not needed to handpick everything and place it inside of the engine.

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Program: Programming

Ocean Waves- week 3

Hi,
today iam going to talk about how i was adding the ocean to our project The Wreck deck. I was working on the ocean when i reallized that we wanted to have ocean where things can float on. There are a lot of ways you could approuch this assignment. I startet researching some turtorials on youtube and on the internet.
I found a good one which could help me with my work i will add it in the end of this post. The gerstner […]

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Program: Programming

Ocean Waves- week 3

Hi,
today iam going to talk about how i was adding the ocean to our project The Wreck deck. I was working on the ocean when i reallized that we wanted to have ocean where things can float on. There are a lot of ways you could approuch this assignment. I startet researching some turtorials on youtube and on the internet.
I found a good one which could help me with my work i will add it in the end of this post. The gerstner […]

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Program: Programming

Sound of Life Blog #2

Hello, and welcome back to my second blog!
Today I will be talking about Material Instancing, and how I utilized this method in order to make variations of our textures.

 
But what is Material instancing?
Material instancing is when you take a single parent material, and you make copies of it (instance/child) that have variations to it. Let’s say that we have a simple/basic wood material as a parent material, then with that, we can create specific variation to it, such as oak or […]

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Program: Graphics

Sound of Life Blog #2

Hello, and welcome back to my second blog!
Today I will be talking about Material Instancing, and how I utilized this method in order to make variations of our textures.

 
But what is Material instancing?
Material instancing is when you take a single parent material, and you make copies of it (instance/child) that have variations to it. Let’s say that we have a simple/basic wood material as a parent material, then with that, we can create specific variation to it, such as oak or […]

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Program: Graphics

5SD037-Big game Project week 2

Hi,
my name is Gabriel Stoffel and i am the producer and lead tech of our current project named The wreck Deck. In the Wreck Deck two captains given the same copy of a treasure map find each other crossing paths and the only way to solve who gets to keep the “booty” (aka. Treasure) is to fight it out on the sea. Wreck Deck allows players to fight out their wildest pirate dreams and battle each other out on the […]

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Program: Programming

5SD037-Big game Project week 2

Hi,
my name is Gabriel Stoffel and i am the producer and lead tech of our current project named The wreck Deck. In the Wreck Deck two captains given the same copy of a treasure map find each other crossing paths and the only way to solve who gets to keep the “booty” (aka. Treasure) is to fight it out on the sea. Wreck Deck allows players to fight out their wildest pirate dreams and battle each other out on the […]

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Program: Programming

BGP: Refracted Fate – Redesigning Map Layout

Hello everyone, this week I will be talking about redesigning layout, as it’s what I have mostly been doing since the last update. (and other small fixes here and there).
Redesigning map layout
The redesign on the map mostly came from the player data we gathered earlier, it was originally done to create a better flow true the game, however, after also detecting we would likely not be able to finish the last room, we decided to polish the first room and […]

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Program: Programming

BGP: Refracted Fate – Redesigning Map Layout

Hello everyone, this week I will be talking about redesigning layout, as it’s what I have mostly been doing since the last update. (and other small fixes here and there).
Redesigning map layout
The redesign on the map mostly came from the player data we gathered earlier, it was originally done to create a better flow true the game, however, after also detecting we would likely not be able to finish the last room, we decided to polish the first room and […]

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Program: Programming

Neon Skies – Week 7

This week was chaotic as some were sick and others couldn’t work, as such, much of the work was done remotely.

Destroyed mining drone

After a suggestion on how we should deal with neon, we’ve started to make many of the things with white emissive material that we later change in Unity.
The above image is of the destroyed version of the miner, we want to explode the drone outwards and for there to be alloy like pieces of it that you can […]

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Program: Graphics

Neon Skies – Week 7

This week was chaotic as some were sick and others couldn’t work, as such, much of the work was done remotely.

Destroyed mining drone

After a suggestion on how we should deal with neon, we’ve started to make many of the things with white emissive material that we later change in Unity.
The above image is of the destroyed version of the miner, we want to explode the drone outwards and for there to be alloy like pieces of it that you can […]

/ Comments Off on Neon Skies – Week 7
Program: Graphics