Yearly Archives: 2017
BGP – Day 39
Working on the Report
During this day all my time went into working on my report and preparing for an early opposition of the report. There is not much to add here!
As the game stands, we did not get nominated for SGA, but we will keep on polishing the game towards GGC this weekend. This include some minor tweaks and getting a stable frame rate. That is about it, I will make another post if I create anything new this week. […]
BGP – Day 39
Working on the Report
During this day all my time went into working on my report and preparing for an early opposition of the report. There is not much to add here!
As the game stands, we did not get nominated for SGA, but we will keep on polishing the game towards GGC this weekend. This include some minor tweaks and getting a stable frame rate. That is about it, I will make another post if I create anything new this week. […]
Writing a pitch
As the producer one of my responsibilities is to write the pitch for Gotland Game Conference. Each game that is participating in GGC gets five minutes to pitch their game in front of the jurors.
The pitch for Amenti has gone through many iterations, starting off in early December when we first came up with the idea and started to put it through the pitching process to get greenlighted for BGP.
I have reused some of that material, but I have rewritten […]
Writing a pitch
As the producer one of my responsibilities is to write the pitch for Gotland Game Conference. Each game that is participating in GGC gets five minutes to pitch their game in front of the jurors.
The pitch for Amenti has gone through many iterations, starting off in early December when we first came up with the idea and started to put it through the pitching process to get greenlighted for BGP.
I have reused some of that material, but I have rewritten […]
BGP #4
After the first stage of the Hud and spells their was play tests that had to be done in order to see any mistakes or something that could be done better. Which their was of course. I needed to tweak everything, make it align with the screen and put it at the most fitted locations. One difficult thing I stumble upon was the spells, to get the cool-down of it just right. That the spell goes darker if you activate […]
BGP #4
After the first stage of the Hud and spells their was play tests that had to be done in order to see any mistakes or something that could be done better. Which their was of course. I needed to tweak everything, make it align with the screen and put it at the most fitted locations. One difficult thing I stumble upon was the spells, to get the cool-down of it just right. That the spell goes darker if you activate […]
BGP #3
The HUD took some time to finish because of all the bars and how they would decrease. The players hud contains an health, stamina and a dimension bar, the health bar decreases if the player gets hit by the boss and can only be increased if the player jumps into the dimension state in order to life steal of the boss. The stamina bar decreases if the player; run, sprint, roll, any kind of attack or lands an successful block. […]
BGP #3
The HUD took some time to finish because of all the bars and how they would decrease. The players hud contains an health, stamina and a dimension bar, the health bar decreases if the player gets hit by the boss and can only be increased if the player jumps into the dimension state in order to life steal of the boss. The stamina bar decreases if the player; run, sprint, roll, any kind of attack or lands an successful block. […]
BGP Four: Progress report
It’s the day of the beta (May 18th), and the jury reviewing our game decided it’s good enough for GGC! Now for tweaking and polishing until GGC starts next weekend.
This week has so far felt like a mad dash to the finish line. Unfortunately I also caught some kind of flu which leaves me working from home AND working less than I’d like. Despite all this, our lead designer and I have managed to spice up and polish our level, replacing placeholders […]
BGP Four: Progress report
It’s the day of the beta (May 18th), and the jury reviewing our game decided it’s good enough for GGC! Now for tweaking and polishing until GGC starts next weekend.
This week has so far felt like a mad dash to the finish line. Unfortunately I also caught some kind of flu which leaves me working from home AND working less than I’d like. Despite all this, our lead designer and I have managed to spice up and polish our level, replacing placeholders […]
”Field study”
Hello again!
Last time I spoke about the pulsating sludge that is covering a field in the nightmare. When Olivia transforms the nightmare to a pleasant dream, the surroundings change and I wish to share what the field looks like then.
To start with, the field comes right after the player leaves the representation of Olivias old home. The setting is that she used to live on the countryside, hence the setting. However, the field is ruined in the nightmare. On the […]
”Field study”
Hello again!
Last time I spoke about the pulsating sludge that is covering a field in the nightmare. When Olivia transforms the nightmare to a pleasant dream, the surroundings change and I wish to share what the field looks like then.
To start with, the field comes right after the player leaves the representation of Olivias old home. The setting is that she used to live on the countryside, hence the setting. However, the field is ruined in the nightmare. On the […]
ORC DISMEMBERMENT! Week 3
HI!
This week I’ve been making some adjustments to the orcs body rig and finished off the face rig. Amputated legs and arms has also been created and rigged. I’ve dedicated allot of time on developing a good rig that without too many bones will provide the orc with some nice face expression capabilities.
Solving how the amputation system should work has been a task that I’ve tackled this week and some body rig and mesh changes had to be made because […]
ORC DISMEMBERMENT! Week 3
HI!
This week I’ve been making some adjustments to the orcs body rig and finished off the face rig. Amputated legs and arms has also been created and rigged. I’ve dedicated allot of time on developing a good rig that without too many bones will provide the orc with some nice face expression capabilities.
Solving how the amputation system should work has been a task that I’ve tackled this week and some body rig and mesh changes had to be made because […]
Check the game trailers out!
Our students are game designers, but making a game is not enough. You must also be able to show it off, to reach an audience, to pitch it. If a screenshot says a thousand words, and a GIF a million, a video can be an entire Library of Congress! And thus, we force them to create short video trailers for everything they make.
We just published a Youtube-playlist with all of the games for 2017! These will all be […]
Check the game trailers out!
Our students are game designers, but making a game is not enough. You must also be able to show it off, to reach an audience, to pitch it. If a screenshot says a thousand words, and a GIF a million, a video can be an entire Library of Congress! And thus, we force them to create short video trailers for everything they make.
We just published a Youtube-playlist with all of the games for 2017! These will all be […]
Creating the walls
Hello!
In this blog post I’m going to talk about the walls for the game that I made. As I was planning for the walls I started to do a little research on how others go about doing a modular environment and the textures.
After I got the metrics for the game on how big the walls should be I started to make a simple wall. The next step was to create a trim sheet. I made high poly panels for the […]
Creating the walls
Hello!
In this blog post I’m going to talk about the walls for the game that I made. As I was planning for the walls I started to do a little research on how others go about doing a modular environment and the textures.
After I got the metrics for the game on how big the walls should be I started to make a simple wall. The next step was to create a trim sheet. I made high poly panels for the […]
Refracted Fate: More Textures
So last Friday I finished up making textures for my Misc items so far, and ran into difficulties with trying to add text to things such as the mug. I later decided against text for the sake of not recalling how I did that last time.
Sadly, I could not figure out how to make the glass mildly see-through in the engine. I will try to look into if it is possible in my free time.
Refracted Fate: More Textures
So last Friday I finished up making textures for my Misc items so far, and ran into difficulties with trying to add text to things such as the mug. I later decided against text for the sake of not recalling how I did that last time.
Sadly, I could not figure out how to make the glass mildly see-through in the engine. I will try to look into if it is possible in my free time.
Big Game Project: Post 5
This week was a lot more hectic in comparison to the previous one as I was given a new character to work on while having some other work on the side that needed to be done aswell.
Now, let me introduce our first enemy character. He is big! He is bad! He is… smelly? The Troll!
Don’t scratch your bum as I am giving you an introduction you big oaf… Ohh well, either way, sadly I can’t give you much of a backstory for this […]
Big Game Project: Post 5
This week was a lot more hectic in comparison to the previous one as I was given a new character to work on while having some other work on the side that needed to be done aswell.
Now, let me introduce our first enemy character. He is big! He is bad! He is… smelly? The Troll!
Don’t scratch your bum as I am giving you an introduction you big oaf… Ohh well, either way, sadly I can’t give you much of a backstory for this […]
Big Game Project: Post 4
Week 6 was not so productive on my end so this post will be somewhat short in comparison with the others. What I did this week was some modifications to the attack animations, but for the most part I was waiting for the others to finish the skinning of our second character. Skinning is the process where you set how much pull each bone has on the different parts of the mesh (the different parts of the character in this case).
Here […]
Big Game Project: Post 4
Week 6 was not so productive on my end so this post will be somewhat short in comparison with the others. What I did this week was some modifications to the attack animations, but for the most part I was waiting for the others to finish the skinning of our second character. Skinning is the process where you set how much pull each bone has on the different parts of the mesh (the different parts of the character in this case).
Here […]