Yearly Archives: 2017
Getting there!
Hello again!
It’s been a few weeks since my last post, and during this time I’ve been very busy. The programmers have done super well and made a functioning build of our game that we are currently play testing and hope we can send to our loved ones on monday.
Our game is a puzzle game, which means it’s focus group of player’s might not be people playing a lot of games. In can be people quite new to games, so we […]
Getting there!
Hello again!
It’s been a few weeks since my last post, and during this time I’ve been very busy. The programmers have done super well and made a functioning build of our game that we are currently play testing and hope we can send to our loved ones on monday.
Our game is a puzzle game, which means it’s focus group of player’s might not be people playing a lot of games. In can be people quite new to games, so we […]
The making of some fanatic
Hello! This segment is going to be about the design process of 1 character for our game A Rat Betwixt. So to start from the beginning I will explain this character, the world it lives in, and the ideas behind it and then tell you where we went from there.
But to understand the Dyrkare you have to understand the world it lives in.
The world of A Rat Betwixt takes place in the fallen Sweden 1000 years into the future. Sweden […]
The making of some fanatic
Hello! This segment is going to be about the design process of 1 character for our game A Rat Betwixt. So to start from the beginning I will explain this character, the world it lives in, and the ideas behind it and then tell you where we went from there.
But to understand the Dyrkare you have to understand the world it lives in.
The world of A Rat Betwixt takes place in the fallen Sweden 1000 years into the future. Sweden […]
Eye of the Critters
The eyes are one of the most important things used for communication. If our game is going to be about bonding with a cute little animals, the eyes are a must have in order to establish a connection.
While we know that this is a fact I will not lie, our original concept we did not want to add eyes as we wanted to be a bit more experimental and play around with the body language a bit more, but as […]
Eye of the Critters
The eyes are one of the most important things used for communication. If our game is going to be about bonding with a cute little animals, the eyes are a must have in order to establish a connection.
While we know that this is a fact I will not lie, our original concept we did not want to add eyes as we wanted to be a bit more experimental and play around with the body language a bit more, but as […]
UV;ing and Texturing the critters
Due to time constraints we had to downscale our original scope quite a bit, as of now we currently have one evolution line going from Egg → Baby → Juvenile → Adult. I have also added a few bones on the Adult version for things which the play may be able to add on the character later, but as of right now it is uncertain whether or not it will make it in to the GGC version as it is […]
UV;ing and Texturing the critters
Due to time constraints we had to downscale our original scope quite a bit, as of now we currently have one evolution line going from Egg → Baby → Juvenile → Adult. I have also added a few bones on the Adult version for things which the play may be able to add on the character later, but as of right now it is uncertain whether or not it will make it in to the GGC version as it is […]
Rigging and Skinning the Second Critter
Been a while!
Well this time I’m going to talk a bit about the second critter which I’ve ”lovingly” nicknamed Jabba the Hutt due to it’s uncanny resemblance… (not really but in my head they were)
This larvae state is the so called juvenile stage, the middle ground between a baby and the Adult version (the Adult version is the first one)
The general process was the same as the previous critter, used a cat rig, modified a preset to match our needs, […]
Rigging and Skinning the Second Critter
Been a while!
Well this time I’m going to talk a bit about the second critter which I’ve ”lovingly” nicknamed Jabba the Hutt due to it’s uncanny resemblance… (not really but in my head they were)
This larvae state is the so called juvenile stage, the middle ground between a baby and the Adult version (the Adult version is the first one)
The general process was the same as the previous critter, used a cat rig, modified a preset to match our needs, […]
Neon Skies – Week 6
For week 6 I started with postponing my work on the cliffs and instead I divided the drone into more components so that our coder can separate them when it is destroyed. Most of the effects will be made in Unity, but in the texture alone I darkened it and turned off the emissive (light) map to give a slight color change on it as it explodes as that will contribute to the sense of it being destroyed.
Once […]
Neon Skies – Week 6
For week 6 I started with postponing my work on the cliffs and instead I divided the drone into more components so that our coder can separate them when it is destroyed. Most of the effects will be made in Unity, but in the texture alone I darkened it and turned off the emissive (light) map to give a slight color change on it as it explodes as that will contribute to the sense of it being destroyed.
Once […]
Holy shit more blog updates!?
Somnium – (Late) 1st Update
So ok, I actually have no idea which production week we are currently in. But here comes my first update on what I’m currently working on for our game Somnium.
(Update)
This is what i worked on during the beginning of the project. Our main character Olivia needed some walking animations, and it was up to me as lead animator for this project to make them! Our plan at this point was to have two different versions of her walk, one where […]
Holy shit more blog updates!?
Somnium – (Late) 1st Update
So ok, I actually have no idea which production week we are currently in. But here comes my first update on what I’m currently working on for our game Somnium.
(Update)
This is what i worked on during the beginning of the project. Our main character Olivia needed some walking animations, and it was up to me as lead animator for this project to make them! Our plan at this point was to have two different versions of her walk, one where […]
BGP – Day 28
Friday and finishing the walk animations
I’ll just drop a video in here and you will get to see how the animations look like in first and third person:
That’s all for now folks, see you on Monday!
BGP – Day 28
Friday and finishing the walk animations
I’ll just drop a video in here and you will get to see how the animations look like in first and third person:
That’s all for now folks, see you on Monday!
Digitala Gotland 2017
Our local computer shop arranges an IT exhibition every year. For 2017 they rechristened it “Digitala Gotland” and moved down to Wisby Strand – literally across the street from campus. So they reached out and invited us to their show floor and scene program, which were happy to avail ourselves off.
A few of our students put up three new games for the public to try out, while Adam Mayes spoke, twice, about the […]
Digitala Gotland 2017
Our local computer shop arranges an IT exhibition every year. For 2017 they rechristened it “Digitala Gotland” and moved down to Wisby Strand – literally across the street from campus. So they reached out and invited us to their show floor and scene program, which were happy to avail ourselves off.
A few of our students put up three new games for the public to try out, while Adam Mayes spoke, twice, about the […]
BGP – Day 27
Fixing shaking hands and camera
During this day I just had to focus on fixing the details of the animations, focusing my work on the hands as they have some twitching going on. Which includes going through all the bones in the hand and using F-curves and a filter called Butterworth too smooth them out. Which looks like this:
Before
After
Smoothing the animations out I can keep some of the original movement that exists within the motion capture data, but remove the shaking/twitching. […]
BGP – Day 27
Fixing shaking hands and camera
During this day I just had to focus on fixing the details of the animations, focusing my work on the hands as they have some twitching going on. Which includes going through all the bones in the hand and using F-curves and a filter called Butterworth too smooth them out. Which looks like this:
Before
After
Smoothing the animations out I can keep some of the original movement that exists within the motion capture data, but remove the shaking/twitching. […]
BGP – Vecka 6
Denna vecka har jag varit hemma sjuk och har inte fått jätte mycket gjort. Måndagen var en helgdag så då var gruppen ledig, Tisdag och Onsdag låg jag hemma i feber.
När jag väl återhämtat mig och kunnat börja arbeta igen så har fokuset legat på att göra klart texturerna till våra modeller. Under Torsdagen och Fredagen har jag arbetat med texturen till vår boss. Denna textur har tagit längre tid än övriga texturer på grund av det faktum att bossen […]
BGP – Vecka 6
Denna vecka har jag varit hemma sjuk och har inte fått jätte mycket gjort. Måndagen var en helgdag så då var gruppen ledig, Tisdag och Onsdag låg jag hemma i feber.
När jag väl återhämtat mig och kunnat börja arbeta igen så har fokuset legat på att göra klart texturerna till våra modeller. Under Torsdagen och Fredagen har jag arbetat med texturen till vår boss. Denna textur har tagit längre tid än övriga texturer på grund av det faktum att bossen […]
The Summoning – Blog Post 2
Hello again!
I’m Peo Johansson, a graphic artist and the lead sound designer on team Ninja Slice, currently working on the game The Summoning as a student project.
As you may remember, our game is a top-down perspective 3D asymmetrical multiplayer game, where one player controls a single human and the other player plays a demon and controls the game akin to an RTS. The game is inspired by east Asian mythology, particularly Japanese mythology such as Shintoism.
This time I’ll focus on a […]
The Summoning – Blog Post 2
Hello again!
I’m Peo Johansson, a graphic artist and the lead sound designer on team Ninja Slice, currently working on the game The Summoning as a student project.
As you may remember, our game is a top-down perspective 3D asymmetrical multiplayer game, where one player controls a single human and the other player plays a demon and controls the game akin to an RTS. The game is inspired by east Asian mythology, particularly Japanese mythology such as Shintoism.
This time I’ll focus on a […]