Monthly Archives: June 2017

1-year milestone. Part 2.1: Teamwork and the good stuff.

In this second part of my notes, I’m moving onto the territory of the interaction between us, the students and the team members, on a much more intimate level. As you can imagine, working with the same people for 8 weeks on a small project creates dynamics that are much different from the interactions of a big group of people. I’m going to tell about my impressions of the things that create a positive working environment or as I call […]

/ Comments Off on 1-year milestone. Part 2.1: Teamwork and the good stuff.
Program: Game Design

1-year milestone. Part 2.1: Teamwork and the good stuff.

In this second part of my notes, I’m moving onto the territory of the interaction between us, the students and the team members, on a much more intimate level. As you can imagine, working with the same people for 8 weeks on a small project creates dynamics that are much different from the interactions of a big group of people. I’m going to tell about my impressions of the things that create a positive working environment or as I call […]

/ Comments Off on 1-year milestone. Part 2.1: Teamwork and the good stuff.
Program: Game Design

Designing our Critter

At the time of writing this, CritterFlux has already been presented at the Gotland Game Conference and we received a lot of praise over our character design and artstyle. Our critter was apparently rather adorable! Although I would argue that the animations and movements of the little creature also added to the overall cuteness-factor. So was the successfull appearance of our critter a fluke, or did we actually put some thought into all of this? You be the judge as […]

/ Comments Off on Designing our Critter
Program: Graphics

Designing our Critter

At the time of writing this, CritterFlux has already been presented at the Gotland Game Conference and we received a lot of praise over our character design and artstyle. Our critter was apparently rather adorable! Although I would argue that the animations and movements of the little creature also added to the overall cuteness-factor. So was the successfull appearance of our critter a fluke, or did we actually put some thought into all of this? You be the judge as […]

/ Comments Off on Designing our Critter
Program: Graphics

Animating Deino

It’s funny, because when I fist opened and ran the program Motionbuilder, I was horrified at what greeted me on the screen. So many options, so much to learn, so many windows… It was a daunting task to say the least. I’ll be honest, I didn’t do too well on the course that was meant to teach us animation in 3D. I had a difficult time keeping up and I was really struggling getting used to the software. Funnily enough, […]

/ Comments Off on Animating Deino
Program: Graphics

Animating Deino

It’s funny, because when I fist opened and ran the program Motionbuilder, I was horrified at what greeted me on the screen. So many options, so much to learn, so many windows… It was a daunting task to say the least. I’ll be honest, I didn’t do too well on the course that was meant to teach us animation in 3D. I had a difficult time keeping up and I was really struggling getting used to the software. Funnily enough, […]

/ Comments Off on Animating Deino
Program: Graphics

One year mark. Part 1.3. Student interactions on the “big” scale.

I must say, that I didn’t think I will be able to even get this far in my train of thought, but it does feel good to continue making notes on my experiences. Okay, onward! This part is about us interacting with each other on a scale of around 100 people in the same lecturing room. I have never participated in an activity that would constantly maintain an amount of people that big (my personal record would be 30 people […]

/ Comments Off on One year mark. Part 1.3. Student interactions on the “big” scale.
Program: Game Design

One year mark. Part 1.3. Student interactions on the “big” scale.

I must say, that I didn’t think I will be able to even get this far in my train of thought, but it does feel good to continue making notes on my experiences. Okay, onward! This part is about us interacting with each other on a scale of around 100 people in the same lecturing room. I have never participated in an activity that would constantly maintain an amount of people that big (my personal record would be 30 people […]

/ Comments Off on One year mark. Part 1.3. Student interactions on the “big” scale.
Program: Game Design

1-year milestone. Part 1.2: Ideas and Concepts.

One of the most important things in this education, besides working in the groups, is how you handle the ideas. I have to say that being creative is something I missed during my time in linguistics. While an open mind was welcomed, the creativity was highly impaired. If you couldn’t support your train of thought by a reference to already existing works, you’d have some hard time. Only a tenured professor who is steps away from retirement was excused for […]

/ Comments Off on 1-year milestone. Part 1.2: Ideas and Concepts.
Program: Game Design

1-year milestone. Part 1.2: Ideas and Concepts.

One of the most important things in this education, besides working in the groups, is how you handle the ideas. I have to say that being creative is something I missed during my time in linguistics. While an open mind was welcomed, the creativity was highly impaired. If you couldn’t support your train of thought by a reference to already existing works, you’d have some hard time. Only a tenured professor who is steps away from retirement was excused for […]

/ Comments Off on 1-year milestone. Part 1.2: Ideas and Concepts.
Program: Game Design

1-year milestone. Part 1.1: Education and The Calling.

So, the grand Post Mortem begins! I start this first post (excluding the introduction) with my opinions of what sort of education did I get myself into. Onward!
 
The 4 courses and their synergy. I am happy to have been one of the first people to try the new branched out program in Game Design at Campus Gotland. I have heard only positive things about the education in games on Gotland. The change of format was even more appealing to me […]

/ Comments Off on 1-year milestone. Part 1.1: Education and The Calling.
Program: Game Design

1-year milestone. Part 1.1: Education and The Calling.

So, the grand Post Mortem begins! I start this first post (excluding the introduction) with my opinions of what sort of education did I get myself into. Onward!
 
The 4 courses and their synergy. I am happy to have been one of the first people to try the new branched out program in Game Design at Campus Gotland. I have heard only positive things about the education in games on Gotland. The change of format was even more appealing to me […]

/ Comments Off on 1-year milestone. Part 1.1: Education and The Calling.
Program: Game Design

1-year milestone. Introduction.

Hello and welcome to my blog!
My name is Gleb and I recently finished my first year at Uppsala University in Bachelor Programme in Game Design. During this year I got to meet a lot of different people and experience a lot of things. The most important thing I realised was that I made the right choice by deciding to embrace my passion for games and wanting to create games for others.
So, what is the point of this blog? This blog […]

/ Comments Off on 1-year milestone. Introduction.
Program: Game Design

1-year milestone. Introduction.

Hello and welcome to my blog!
My name is Gleb and I recently finished my first year at Uppsala University in Bachelor Programme in Game Design. During this year I got to meet a lot of different people and experience a lot of things. The most important thing I realised was that I made the right choice by deciding to embrace my passion for games and wanting to create games for others.
So, what is the point of this blog? This blog […]

/ Comments Off on 1-year milestone. Introduction.
Program: Game Design

Presenting a Game

If there’s one thing I’ve learned during my two years of studying game development, it is that necessity is a harsh but highly efficient tutor. There is a hint of desperation in the struggle as a developer to meet each game-asset’s individual needs and requirements, under constant time pressure. Now, it may sound as if I’m not too happy about this process, but in fact, at risk of sounding like some sort of masochist, I love it! Necessity forces me […]

/ Comments Off on Presenting a Game
Program: Graphics

Presenting a Game

If there’s one thing I’ve learned during my two years of studying game development, it is that necessity is a harsh but highly efficient tutor. There is a hint of desperation in the struggle as a developer to meet each game-asset’s individual needs and requirements, under constant time pressure. Now, it may sound as if I’m not too happy about this process, but in fact, at risk of sounding like some sort of masochist, I love it! Necessity forces me […]

/ Comments Off on Presenting a Game
Program: Graphics

Allting har ett slut

I torsdags, den femtonde juni, var min sista dag på Cortopia Studios. Jag absolut älskade teamet och mitt jobb men livet händer och allting är inte menat att va. Så nu är jag ute på jakt efter ett jobb igen. Livet är så konstigt ibland, ena dagen har man en stabilitet och rutiner och dagen efter har en dörr stängts och en miljon andra dörrar öppnats. Jag är ännu en gång i en sån situation där jag frågar mig själv […]

/ Comments Off on Allting har ett slut
Program: Programming

Allting har ett slut

I torsdags, den femtonde juni, var min sista dag på Cortopia Studios. Jag absolut älskade teamet och mitt jobb men livet händer och allting är inte menat att va. Så nu är jag ute på jakt efter ett jobb igen. Livet är så konstigt ibland, ena dagen har man en stabilitet och rutiner och dagen efter har en dörr stängts och en miljon andra dörrar öppnats. Jag är ännu en gång i en sån situation där jag frågar mig själv […]

/ Comments Off on Allting har ett slut
Program: Programming

Summertime 3D-fun The conclusion

After laying around on ice for a long while after the modeling was wrapped up a number of months ago I finally got back to it and gave it some well-needed UV:s and textures! The normal map took a couple of rebakes but I found a compromise between either too hard edges or having gradients in my normal map that took care of some annoying artifacts (which probably could have been avoided by paying closer attention to topology and especially […]

/ Comments Off on Summertime 3D-fun The conclusion
Program: Graphics

Summertime 3D-fun The conclusion

After laying around on ice for a long while after the modeling was wrapped up a number of months ago I finally got back to it and gave it some well-needed UV:s and textures! The normal map took a couple of rebakes but I found a compromise between either too hard edges or having gradients in my normal map that took care of some annoying artifacts (which probably could have been avoided by paying closer attention to topology and especially […]

/ Comments Off on Summertime 3D-fun The conclusion
Program: Graphics

Delete all!

I detta blogginlägg tänkte jag skriva om hur spelet ligger till en veckan innan GGC och vilka förändringar som vi har gjort i designen. Vi har ändrat på craftingensystemet, grundtanken var att spelaren skulle kunna byta mellan olika ”recept” för att bygga olika proteser och dessa olika proteser behövdes sätt på rätt skada kroppsdel för att fungera. Eftersom det är så lite tid kvar och vi har fortfarande ingen vinstskärm eller tutorial nivå till GGC väljer vi att satsa på […]

/ Comments Off on Delete all!
Program: Programming

Delete all!

I detta blogginlägg tänkte jag skriva om hur spelet ligger till en veckan innan GGC och vilka förändringar som vi har gjort i designen. Vi har ändrat på craftingensystemet, grundtanken var att spelaren skulle kunna byta mellan olika ”recept” för att bygga olika proteser och dessa olika proteser behövdes sätt på rätt skada kroppsdel för att fungera. Eftersom det är så lite tid kvar och vi har fortfarande ingen vinstskärm eller tutorial nivå till GGC väljer vi att satsa på […]

/ Comments Off on Delete all!
Program: Programming

Hit detection

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
 
This week i’m going to focus on how I worked and implemented the hit detection on the player’s weapon. The way we did […]

/ Comments Off on Hit detection
Program: Programming

Hit detection

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
 
This week i’m going to focus on how I worked and implemented the hit detection on the player’s weapon. The way we did […]

/ Comments Off on Hit detection
Program: Programming