Yearly Archives: 2017
Part 5: Some thoughts on Color
Since Rune Mages uses Physically Based Rendering, there are some rules that must be followed for the highest visual fidelity and functionality. There are some general guidelines, such as The Comprehensive PBR Guide, that let’s you understand what values are PBR and which ones who arent. The Marmoset PBR guide is splendid as well.
So, with all these things in consideration, it is important to stay neutral in the albedo’s color. If the albedo is excessively saturated the surface will not remain […]
Part 5: Some thoughts on Color
Since Rune Mages uses Physically Based Rendering, there are some rules that must be followed for the highest visual fidelity and functionality. There are some general guidelines, such as The Comprehensive PBR Guide, that let’s you understand what values are PBR and which ones who arent. The Marmoset PBR guide is splendid as well.
So, with all these things in consideration, it is important to stay neutral in the albedo’s color. If the albedo is excessively saturated the surface will not remain […]
Refracted Fate: Tools
As things are going on still, I am making further misc items for the game – this time it is tools, something a lot of places would have. While it would have taken less time if 3DS Max didn’t crash on me and erase my progress once.
The next step is UV mapping once I’ve confirmed the size of the tools.
Mostly detail work at this point.
Refracted Fate: Tools
As things are going on still, I am making further misc items for the game – this time it is tools, something a lot of places would have. While it would have taken less time if 3DS Max didn’t crash on me and erase my progress once.
The next step is UV mapping once I’ve confirmed the size of the tools.
Mostly detail work at this point.
BGP Bloggpost 3
This week I made the head of the boss character. This was a problem area, not the head itself that went pretty well, but the hair which I didn’t even get to work in the end. The thing I tried was the hair and fur modifier in 3ds Max, which looked pretty good but at first I couldn’t convert the hair strands to a mesh which could be used. Then when at last I got it to work the poly […]
BGP Bloggpost 3
This week I made the head of the boss character. This was a problem area, not the head itself that went pretty well, but the hair which I didn’t even get to work in the end. The thing I tried was the hair and fur modifier in 3ds Max, which looked pretty good but at first I couldn’t convert the hair strands to a mesh which could be used. Then when at last I got it to work the poly […]
BGP Bloggpost 2
The first week of BGP I started working on the boss model. As we had the main character Blake mostly done, animation not withstanding I felt the boss character had priority above all else so that is where I started. The producer and me had made the boss design and turnaround before the start of BGP so I could start with the modeling right away.
I set up a box with two reference images, one from the front and one from […]
BGP Bloggpost 2
The first week of BGP I started working on the boss model. As we had the main character Blake mostly done, animation not withstanding I felt the boss character had priority above all else so that is where I started. The producer and me had made the boss design and turnaround before the start of BGP so I could start with the modeling right away.
I set up a box with two reference images, one from the front and one from […]
BGP Bloggpost 1
My name is Stefan Strandberg and I am the Lead Graphical Artist on our game Causality. Causality is a soulslike third person action RPG. It takes place in a fantasy world with some design references from 18th century england.
We are aiming for a challenging and atmospheric game where you need to read your opponents moves and act accordingly to survive. Our vertical slice will be a single challenging boss fight, there will be a corridor where the player can get […]
BGP Bloggpost 1
My name is Stefan Strandberg and I am the Lead Graphical Artist on our game Causality. Causality is a soulslike third person action RPG. It takes place in a fantasy world with some design references from 18th century england.
We are aiming for a challenging and atmospheric game where you need to read your opponents moves and act accordingly to survive. Our vertical slice will be a single challenging boss fight, there will be a corridor where the player can get […]
BGP #5
I just started making a pause menu, so when the player press “Start” on the controller, the game will pause and a menu will appear on the screen. The menu will have a resume, main menu, controls, restart and exit. The resume button is resuming the game, the main menu button goes back to start screen which is the main menu, controls will bring up a picture of the controls again so you can learn the controls better. The restart […]
BGP #5
I just started making a pause menu, so when the player press “Start” on the controller, the game will pause and a menu will appear on the screen. The menu will have a resume, main menu, controls, restart and exit. The resume button is resuming the game, the main menu button goes back to start screen which is the main menu, controls will bring up a picture of the controls again so you can learn the controls better. The restart […]
AI.. or a very simplified version of it
Hiya all!
So we decided that we needed some sort of critters running around in our game looking dumb, and they needed some sort of AI. This meant creating something that runs around randomly but always looks at Olivia. But we also wanted them to stay somewhat together, so some form of flocking is needed to create this.
At first I made two classes, one called Critters which all the critters would inherit from. Then I made the crittermanager, which would initialize […]
AI.. or a very simplified version of it
Hiya all!
So we decided that we needed some sort of critters running around in our game looking dumb, and they needed some sort of AI. This meant creating something that runs around randomly but always looks at Olivia. But we also wanted them to stay somewhat together, so some form of flocking is needed to create this.
At first I made two classes, one called Critters which all the critters would inherit from. Then I made the crittermanager, which would initialize […]
Somnium – Dream Transition
During our final course of spring 2017 at Uppsala University – Department of Game Design at Campus Gotland we’ve formed teams with about 4-7 members that will make a Game to be displayed at Gotland Game Conference at the end of the course. The restrictions for the game’s subject is a free choice but the content will only be a demo of the completed game, a vertical slice, a proof of concept. Thus, the demo will be fairly short but other […]
Somnium – Dream Transition
During our final course of spring 2017 at Uppsala University – Department of Game Design at Campus Gotland we’ve formed teams with about 4-7 members that will make a Game to be displayed at Gotland Game Conference at the end of the course. The restrictions for the game’s subject is a free choice but the content will only be a demo of the completed game, a vertical slice, a proof of concept. Thus, the demo will be fairly short but other […]
Introducing: Doris Rusch
Doris C. Rusch is an assistant professor of game design in the College of Computing and Digital Media’s School of Design where she founded the Play 4 Change lab. Rusch’s work is focused on the theory and practice of creating games that model the “human experience” and focus on mental health issues. Her expertise as a game designer opened her eyes to a new theory, which she discussed in this TED-talk titled, “Why Game Designers are Better Lovers.”
Doris is giving […]
Introducing: Doris Rusch
Doris C. Rusch is an assistant professor of game design in the College of Computing and Digital Media’s School of Design where she founded the Play 4 Change lab. Rusch’s work is focused on the theory and practice of creating games that model the “human experience” and focus on mental health issues. Her expertise as a game designer opened her eyes to a new theory, which she discussed in this TED-talk titled, “Why Game Designers are Better Lovers.”
Doris is giving […]
Introducing: Doris Rusch
Doris C. Rusch is an assistant professor of game design in the College of Computing and Digital Media’s School of Design where she founded the Play 4 Change lab. Rusch’s work is focused on the theory and practice of creating games that model the “human experience” and focus on mental health issues. Her expertise as a game designer opened her eyes to a new theory, which she discussed in this TED-talk titled, “Why Game Designers are Better Lovers.”
Doris is giving […]
Introducing: Doris Rusch
Doris C. Rusch is an assistant professor of game design in the College of Computing and Digital Media’s School of Design where she founded the Play 4 Change lab. Rusch’s work is focused on the theory and practice of creating games that model the “human experience” and focus on mental health issues. Her expertise as a game designer opened her eyes to a new theory, which she discussed in this TED-talk titled, “Why Game Designers are Better Lovers.”
Doris is giving […]
SPELMÄSSA: Här kan du bli levande begravd
Local press visited the campus and interviewed students and faculty in the run-up to Gotland Game Conference 2017.
SPELMÄSSA: Här kan du bli levande begravd
SPELMÄSSA Här kan du bli levande begravd (pdf)
SPELMÄSSA: Här kan du bli levande begravd
Local press visited the campus and interviewed students and faculty in the run-up to Gotland Game Conference 2017.
SPELMÄSSA: Här kan du bli levande begravd
SPELMÄSSA Här kan du bli levande begravd (pdf)
BGP2017 – Interacting with objects
In the game there are various objects and tools you need to interact with. The current implementation has been to ray cast towards a direction and interacting with anything which it hits. There was also no visual indication of what you could pick up. This made it very unclear as to when and what they could interact with.
To solve this some changes had to be made. Previously checking if there was something to interact with was only done when the […]
BGP2017 – Interacting with objects
In the game there are various objects and tools you need to interact with. The current implementation has been to ray cast towards a direction and interacting with anything which it hits. There was also no visual indication of what you could pick up. This made it very unclear as to when and what they could interact with.
To solve this some changes had to be made. Previously checking if there was something to interact with was only done when the […]