Monthly Archives: July 2017

Life drawing

Hello gang!
This summer I’m attending the life drawing class here at campus Gotland. It’s been fun so far but a bit intense at times. I’ve been drawing people for a long time and I think I’m pretty decent at it, but practice is always good!
I found my old drawings from three years ago when I read the first 2D class and I’ve improved a lot more than I thought since then!
Here are some drawings from this summer:



July 14, 2017 / Comments Off on Life drawing
Program: Graphics

Life drawing

Hello gang!
This summer I’m attending the life drawing class here at campus Gotland. It’s been fun so far but a bit intense at times. I’ve been drawing people for a long time and I think I’m pretty decent at it, but practice is always good!
I found my old drawings from three years ago when I read the first 2D class and I’ve improved a lot more than I thought since then!
Here are some drawings from this summer:



July 14, 2017 / Comments Off on Life drawing
Program: Graphics

Enterprise-D

This is a modular environment representing an engine room hallway of the Star Trek starship Enterprise-D. It was created in fall 2015 during a 3D environment course taken at Uppsala University for my bachelors degree.
The environment was constructed by modelling 16 parts in 3ds Max. The tileable PBR textures are created in Substance Painter 2. The objects in the scene have several LODs and the lightmaps are manually adjusted to increase the quality of shadows while keeping resolution low. The […]

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Program: Graphics

Enterprise-D

This is a modular environment representing an engine room hallway of the Star Trek starship Enterprise-D. It was created in fall 2015 during a 3D environment course taken at Uppsala University for my bachelors degree.
The environment was constructed by modelling 16 parts in 3ds Max. The tileable PBR textures are created in Substance Painter 2. The objects in the scene have several LODs and the lightmaps are manually adjusted to increase the quality of shadows while keeping resolution low. The […]

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Program: Graphics

Sci-Fi Crate

This is a sci-fi crate I made in spring 2017. It has 1 098 triangles and is modeled in 3ds Max and Zbrush. The PBR texture is created in Substance Painter 2.
I was inspired by a concept art piece made by Colin Geller, but I wanted it to have a more realistic appearance so this was the design I ended up with. I was curious to see how far I could push the use of normal maps to save […]

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Program: Graphics

Sci-Fi Crate

This is a sci-fi crate I made in spring 2017. It has 1 098 triangles and is modeled in 3ds Max and Zbrush. The PBR texture is created in Substance Painter 2.
I was inspired by a concept art piece made by Colin Geller, but I wanted it to have a more realistic appearance so this was the design I ended up with. I was curious to see how far I could push the use of normal maps to save […]

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Program: Graphics

1-year milestone. Finish line.

Since this blog series is supposed to be a map of things that I want to take away with me and perhaps refer to at a later point in life, I should tell about the most interesting thing that happened to me. What pushes a first-year student to write an extensive Post Mortem of a whole year of studies­? No, it’s not an iron discipline or a desire to be productive 24/7. I could be doing other things or not […]

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Program: Game Design

1-year milestone. Finish line.

Since this blog series is supposed to be a map of things that I want to take away with me and perhaps refer to at a later point in life, I should tell about the most interesting thing that happened to me. What pushes a first-year student to write an extensive Post Mortem of a whole year of studies­? No, it’s not an iron discipline or a desire to be productive 24/7. I could be doing other things or not […]

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Program: Game Design

1-year milestone. Part 3.5: My beef with artists/coders/producers

This is the second to last thing I want to write about. All the complaints I can think of about the other team members and their line of work.
My “head count” so far:
A luxurious number of artists: 5 different artists with their skills ranging from high to low.
2 Programmers who both were brilliant.
2 producers who together can be considered as much as 0,8 producers. It’s was a complicated situation. One of the producers hated this line of work, we were […]

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Program: Game Design

1-year milestone. Part 3.5: My beef with artists/coders/producers

This is the second to last thing I want to write about. All the complaints I can think of about the other team members and their line of work.
My “head count” so far:
A luxurious number of artists: 5 different artists with their skills ranging from high to low.
2 Programmers who both were brilliant.
2 producers who together can be considered as much as 0,8 producers. It’s was a complicated situation. One of the producers hated this line of work, we were […]

/ Comments Off on 1-year milestone. Part 3.5: My beef with artists/coders/producers
Program: Game Design