Yearly Archives: 2017
Penny’s Farm
Penny’s farm is a cooperative farm game where players try to keep the farm profitable for Penny.But times are hard; critters want to eat your crops, chicken keeps running away and the Penny needs her money or she will fire you!
Tools: Unity, Blender, 3Ds Max, Photoshop.
Awards: Penny’s Farm won Best 3rd Year Project and Students’ Choice at the Gotland Game Conference 2017. The team also won Gamers Choice! at the Swedish Game Awards 2017.
Team:
Anders […]
Penny’s Farm
Penny’s farm is a cooperative farm game where players try to keep the farm profitable for Penny.But times are hard; critters want to eat your crops, chicken keeps running away and the Penny needs her money or she will fire you!
Tools: Unity, Blender, 3Ds Max, Photoshop.
Awards: Penny’s Farm won Best 3rd Year Project and Students’ Choice at the Gotland Game Conference 2017. The team also won Gamers Choice! at the Swedish Game Awards 2017.
Team:
Anders […]
BGP – Day 35
Continue to learn Houdini FX
Today I spent the rest of my time learning Houdini, which is great and I really like the program. Since it will enable me to render out nice smoke and fire textures to use in our game. BUT, the only free version that I can use is the Houdini Apprentice version. Which doesn’t allow me to render out pictures over a certain size, so it’s hard to make 8×8 grid texture without going over that size. […]
BGP – Day 35
Continue to learn Houdini FX
Today I spent the rest of my time learning Houdini, which is great and I really like the program. Since it will enable me to render out nice smoke and fire textures to use in our game. BUT, the only free version that I can use is the Houdini Apprentice version. Which doesn’t allow me to render out pictures over a certain size, so it’s hard to make 8×8 grid texture without going over that size. […]
Refracted Fate: A Ray of Hope
So we changed the name of the game. That aside, I’ve finished textures for every vent in the game, something I’ve worked at for a while. The pipes are supposed to come off as rusty and old, but also robust.
While I faced some difficulties with certain faces not wanting to show up, this time I could solve that much easier and quicker than last time.
That is not all that’s been done. I’ve also improved […]
Refracted Fate: A Ray of Hope
So we changed the name of the game. That aside, I’ve finished textures for every vent in the game, something I’ve worked at for a while. The pipes are supposed to come off as rusty and old, but also robust.
While I faced some difficulties with certain faces not wanting to show up, this time I could solve that much easier and quicker than last time.
That is not all that’s been done. I’ve also improved […]
BGP Three: Some scripting.
For taking on the role of technical artist, I believe it’s essential to at least learn some coding basics. That way you can understand what’s going on behind the scenes, so to speak. This will also ease the workload of the programmers as you can create some basic scripts yourself.
In our game, we have a toy police car that needs a spinning light. This doesn’t need any external controllers or managers because it will always spin no matter what. This means […]
BGP Three: Some scripting.
For taking on the role of technical artist, I believe it’s essential to at least learn some coding basics. That way you can understand what’s going on behind the scenes, so to speak. This will also ease the workload of the programmers as you can create some basic scripts yourself.
In our game, we have a toy police car that needs a spinning light. This doesn’t need any external controllers or managers because it will always spin no matter what. This means […]
3 way vertex paint material
Hello, it has been a while!
If you don’t remember me, I’m Ricardo Aranda and I’m on my second year studying Game design and graphics. I’m currently working on a game called Refracted Fate as a student project. I’m a graphical artist and the lead artist of the team.
Refracted fate is an adventure puzzle game with horror aspects in first person view. The player takes the role of a dimension shifting character trapped in a facility and needs to escape.
The artifact […]
3 way vertex paint material
Hello, it has been a while!
If you don’t remember me, I’m Ricardo Aranda and I’m on my second year studying Game design and graphics. I’m currently working on a game called Refracted Fate as a student project. I’m a graphical artist and the lead artist of the team.
Refracted fate is an adventure puzzle game with horror aspects in first person view. The player takes the role of a dimension shifting character trapped in a facility and needs to escape.
The artifact […]
Amenti – 5
This week I’ve mostly been working on feedback and also a lot on making our mechanics work in the Main Level. The Main Level is the scene where all final things are implemented. When working on new things that will be implemented we work in our own levels that are just copies of the orginal one since new mechanics/assets often needs iteration and when that is done we’re allowed to implement those in the main level.
So what happened this week […]
Amenti – 5
This week I’ve mostly been working on feedback and also a lot on making our mechanics work in the Main Level. The Main Level is the scene where all final things are implemented. When working on new things that will be implemented we work in our own levels that are just copies of the orginal one since new mechanics/assets often needs iteration and when that is done we’re allowed to implement those in the main level.
So what happened this week […]
BGP – Day 34
Animation and back to fire
Though you might think I was done with the animations, well we left one since it required a prop. The lever animation, which has already been finished I just haven’t exported it for the beta playtest. And we had a discussion of not including the animation since it would have to lock the player into place every time they where going to pull the lever. Which we decided would make it very repetitiv since the players […]
BGP – Day 34
Animation and back to fire
Though you might think I was done with the animations, well we left one since it required a prop. The lever animation, which has already been finished I just haven’t exported it for the beta playtest. And we had a discussion of not including the animation since it would have to lock the player into place every time they where going to pull the lever. Which we decided would make it very repetitiv since the players […]
Welcome to our ”new” project
Hello and welcome to the ”new” project that im working on.
In the timeframe of 10 weeks we, as a small team, are developing a Puzzle platform horror game called Refracted fate.
Facebook: https://www.facebook.com/RefractedFateGame/
We are at this moment far into the production period, but i wanted to share with you the development process and highlight from both my own, and my groups work.
Im working on this project as both a previously lead designer (we get to that point later)
and 3D artist, so then […]
Welcome to our ”new” project
Hello and welcome to the ”new” project that im working on.
In the timeframe of 10 weeks we, as a small team, are developing a Puzzle platform horror game called Refracted fate.
Facebook: https://www.facebook.com/RefractedFateGame/
We are at this moment far into the production period, but i wanted to share with you the development process and highlight from both my own, and my groups work.
Im working on this project as both a previously lead designer (we get to that point later)
and 3D artist, so then […]
Update#3 recaping a bit.
since i’ve been really bad about updating this blog under this project i’m going to recap the first weeks of production. Mostly for my self as a reminder but also to anyone who reads this blog.
So i kindoff stumbled in to being the level designer of this game by being the one who had to learn how to make a race track.
In the tart we figured we would make a tile system for track and enviroments, this seemed like a […]
Update#3 recaping a bit.
since i’ve been really bad about updating this blog under this project i’m going to recap the first weeks of production. Mostly for my self as a reminder but also to anyone who reads this blog.
So i kindoff stumbled in to being the level designer of this game by being the one who had to learn how to make a race track.
In the tart we figured we would make a tile system for track and enviroments, this seemed like a […]
Dagger – Finally Done!
So I finally took the time to complete the dagger I started on a long while back before being interrupted by christmas and the artwar contest among other things. Anyway here it is!
Blade of Eternal hemorrage by cobrabird on Sketchfab
I do think that my colour skills are improving, as well as my skills in the handpainted style, but I […]
Dagger – Finally Done!
So I finally took the time to complete the dagger I started on a long while back before being interrupted by christmas and the artwar contest among other things. Anyway here it is!
Blade of Eternal hemorrage by cobrabird on Sketchfab
I do think that my colour skills are improving, as well as my skills in the handpainted style, but I […]
Big Game Project Post 3
Arrogance kills good game design.
This is my latest revelation during big game project.
During this education we have learnt an abundance of different concepts and principles, and one of these are fail harder, fail faster. It means that you should try if something works or not and get to the point where the game fails as fast as possible so you can fix it or restart. This goes hand in hand with my latest revelation.
Since im the lead design for the […]
Big Game Project Post 3
Arrogance kills good game design.
This is my latest revelation during big game project.
During this education we have learnt an abundance of different concepts and principles, and one of these are fail harder, fail faster. It means that you should try if something works or not and get to the point where the game fails as fast as possible so you can fix it or restart. This goes hand in hand with my latest revelation.
Since im the lead design for the […]
More shaders and animations
During this phase of the project a lot of items where started to be remade, redone and finished up. One of these items happened to be the shaders, which we found out did not work correctly when we built the game. Fixing this took a long time due to the fact that I had to constantly build the game to test these functions.
During this process all color correction had to be remade and all other image effects as well. The […]
More shaders and animations
During this phase of the project a lot of items where started to be remade, redone and finished up. One of these items happened to be the shaders, which we found out did not work correctly when we built the game. Fixing this took a long time due to the fact that I had to constantly build the game to test these functions.
During this process all color correction had to be remade and all other image effects as well. The […]