Yearly Archives: 2017
Amenti week 5 BGP
Half the course is now almost done and the project is taking form. Art is starting to find its way into the game and the mechanics are pretty much done. This week was the alpha deadline and we were all working hard to make the game playable with an easy progression through the game.
New Blueprint
But first I fixed a blueprint so that we could use it more dynamically. The blueprint used to only be able to move a Pillar_BP reference […]
Amenti week 5 BGP
Half the course is now almost done and the project is taking form. Art is starting to find its way into the game and the mechanics are pretty much done. This week was the alpha deadline and we were all working hard to make the game playable with an easy progression through the game.
New Blueprint
But first I fixed a blueprint so that we could use it more dynamically. The blueprint used to only be able to move a Pillar_BP reference […]
More textures
Because of the deadline for uploading screenshots and logos is tomorrow I’ve been starting to texture a lot so I have something to take screenshots of. Because of our game we need to make two textures for each model so it takes a bit longer to do. It’s a good thing we have photoshop because if it’s only color difference and not something else I can only do one in substance painter and then make the other one in photoshop […]
More textures
Because of the deadline for uploading screenshots and logos is tomorrow I’ve been starting to texture a lot so I have something to take screenshots of. Because of our game we need to make two textures for each model so it takes a bit longer to do. It’s a good thing we have photoshop because if it’s only color difference and not something else I can only do one in substance painter and then make the other one in photoshop […]
BGP – Day 29
Deciding what to cut, design and animation
During this Monday i continued finishing up the animations that is considered to be number one priority. These are prioritized by looking at what animations are required to play the game and communicate our mechanics. For example a walk animation may not be needed since you can steer a character in a game without a walk animation.
But since we are using whats called true first person*, a walk animation suddenly is important since the […]
BGP – Day 29
Deciding what to cut, design and animation
During this Monday i continued finishing up the animations that is considered to be number one priority. These are prioritized by looking at what animations are required to play the game and communicate our mechanics. For example a walk animation may not be needed since you can steer a character in a game without a walk animation.
But since we are using whats called true first person*, a walk animation suddenly is important since the […]
Amenti – 4
I have done a lot of design work on the Horusroom and at this point I am pretty satisfied with how it is. I also worked some on feedback to make the player understand that he/she is doing something right and is on the right track.
Here is an image when the player first enters the Horus room. The first thing the player sees is a round kinda wierd looking thing on the wall with arms sticking out of it, and […]
Amenti – 4
I have done a lot of design work on the Horusroom and at this point I am pretty satisfied with how it is. I also worked some on feedback to make the player understand that he/she is doing something right and is on the right track.
Here is an image when the player first enters the Horus room. The first thing the player sees is a round kinda wierd looking thing on the wall with arms sticking out of it, and […]
Week 2: Production of goblin tools and the rise of the orc patient
At the beginning of this week I made the mesh for the bellows that was designed last Friday.
Differences between concept and result is firstly some extra wonkiness, it was needed because Goblin doctors art style is handmade with clearly defined and exaggerated shapes. The concept was a bit too flat. Secondly, I also added some more details to the shield top, with this design I want to show that it once was a shield used in war by orcs […]
Week 2: Production of goblin tools and the rise of the orc patient
At the beginning of this week I made the mesh for the bellows that was designed last Friday.
Differences between concept and result is firstly some extra wonkiness, it was needed because Goblin doctors art style is handmade with clearly defined and exaggerated shapes. The concept was a bit too flat. Secondly, I also added some more details to the shield top, with this design I want to show that it once was a shield used in war by orcs […]
Press conference scene.
So, the game will have the character-dialogues to further your relationship with each of the main characters, but there’s another important thing that you do between races: Press-conferences.
Now, this isn’t that different from your interactions with the characters, but in presentation we wanted to make it more distinct, instead of just having a dialogue-box with different portraits above it like all the other times. This would also make it easier to communicate that the player is talking to a mass […]
Press conference scene.
So, the game will have the character-dialogues to further your relationship with each of the main characters, but there’s another important thing that you do between races: Press-conferences.
Now, this isn’t that different from your interactions with the characters, but in presentation we wanted to make it more distinct, instead of just having a dialogue-box with different portraits above it like all the other times. This would also make it easier to communicate that the player is talking to a mass […]
First post: Motion Capture
Perhaps a day or two late (try four weeks Linda, get your shit together), but better late than never!
This first ever blog post about our game Rune Mages will cover very beginning of my work on the animations. Being the Lead Animator I felt like that would be a suitable subject.
I decided to use Motion Capture for our game since we will have four characters, all with unique and individual animations. Doing them by hand would have been way […]
First post: Motion Capture
Perhaps a day or two late (try four weeks Linda, get your shit together), but better late than never!
This first ever blog post about our game Rune Mages will cover very beginning of my work on the animations. Being the Lead Animator I felt like that would be a suitable subject.
I decided to use Motion Capture for our game since we will have four characters, all with unique and individual animations. Doing them by hand would have been way […]
Cave Craving
Hello again!
Somnium is in a way a linear game, but at the same time, we want the player to explore as well. So in other words, you can go straight to solving the puzzles to complete the game, but there is a world to explore as well if you want.
Creating different routes to take from point A to point B is what I have been working on today. For instance, you can cross a river and walk past an opening […]
Cave Craving
Hello again!
Somnium is in a way a linear game, but at the same time, we want the player to explore as well. So in other words, you can go straight to solving the puzzles to complete the game, but there is a world to explore as well if you want.
Creating different routes to take from point A to point B is what I have been working on today. For instance, you can cross a river and walk past an opening […]
The Summoning 03
This the part of the project that I got back to my treemaking. In the beginning of this project (after the writing of the style guide) I got the task of modelling the trees for the environment.
I started this task by researching different types of tree that are/were native to Japan to get the feeling of the setting in the game. After collecting a bunch of references I ended up with three types of trees that looked similar but not […]
The Summoning 03
This the part of the project that I got back to my treemaking. In the beginning of this project (after the writing of the style guide) I got the task of modelling the trees for the environment.
I started this task by researching different types of tree that are/were native to Japan to get the feeling of the setting in the game. After collecting a bunch of references I ended up with three types of trees that looked similar but not […]
Week 4: Actual UI implementation, Alpha Presentation
The Alpha has come and gone , its presentation over. Feedback mainly centered around difficulty in determining which player is where and doing what, indicating our placeholder art needs to be replaced ASAP. But that would not make a very good blogpost, so here instead the project UI and where it derives its statistics are obtained. Remember that all art here is placeholder at the moment, meant only to represent what each player should see, not what they WILL see.
The […]
Week 4: Actual UI implementation, Alpha Presentation
The Alpha has come and gone , its presentation over. Feedback mainly centered around difficulty in determining which player is where and doing what, indicating our placeholder art needs to be replaced ASAP. But that would not make a very good blogpost, so here instead the project UI and where it derives its statistics are obtained. Remember that all art here is placeholder at the moment, meant only to represent what each player should see, not what they WILL see.
The […]
Neon Skies
Week 6
Hello! My name is Erik Levin and I am in the second year of the Game Design, Graphics, program at Uppsala University, Campus Gotland.
Im working on a game called Neon Skies.
This week i began and finished the mesh for the 3d person character. It took a long time becuase i had som technical difficulities with Maya, or rather Autodesk. However i solved it and once that was done it went smooth.
I started by doing the left side of the […]
Neon Skies
Week 6
Hello! My name is Erik Levin and I am in the second year of the Game Design, Graphics, program at Uppsala University, Campus Gotland.
Im working on a game called Neon Skies.
This week i began and finished the mesh for the 3d person character. It took a long time becuase i had som technical difficulities with Maya, or rather Autodesk. However i solved it and once that was done it went smooth.
I started by doing the left side of the […]
Rune Mages – The rune icons
Celtic Symbols
During the production of the game it occurred that runes that was going to be a huge part of the game would have to be designed, and rather sooner than later. The runes that are used in the game are heavily inspired by old Celtic symbols and I was put in charge for the design of the runes. We didn’t want to copy an existing symbol straight off so I had to do some research on what is special with […]
Rune Mages – The rune icons
Celtic Symbols
During the production of the game it occurred that runes that was going to be a huge part of the game would have to be designed, and rather sooner than later. The runes that are used in the game are heavily inspired by old Celtic symbols and I was put in charge for the design of the runes. We didn’t want to copy an existing symbol straight off so I had to do some research on what is special with […]