Yearly Archives: 2017
Part 2: Fantastic Brushes and where to find them
Brushes. You are going to need them.
I have gathered some the best free Zbrush brushes there are. if you are an artist reading this, wanting to get into digital sculpting, then you should have these.
Most important – Aj brushes and Orb’s brushes.
For fun- Michael Dunnam XMD brushes.
About the brushes
Aj brushes are amazing for stylised realism and stylised work. I use these brushes everytime I sculpt environment assets. They can be found here: Link
Then there are the Orb brushes, from legendary Michael Vicente, […]
Part 2: Fantastic Brushes and where to find them
Brushes. You are going to need them.
I have gathered some the best free Zbrush brushes there are. if you are an artist reading this, wanting to get into digital sculpting, then you should have these.
Most important – Aj brushes and Orb’s brushes.
For fun- Michael Dunnam XMD brushes.
About the brushes
Aj brushes are amazing for stylised realism and stylised work. I use these brushes everytime I sculpt environment assets. They can be found here: Link
Then there are the Orb brushes, from legendary Michael Vicente, […]
Bug fixes and other sweets
This week have been a real blast. Last Friday we had the pre-alpha gametest and we got some feedback on the game. It were both which they told us through the survey and what we noticed when we watched them playing. Most of the was about speed and cameras, which most people felt it was okeyish (as it needed small fixes), but some others were about gameplay and stuff. People seemed like they didn’t know what they should do, objective and controls, as there was no […]
Bug fixes and other sweets
This week have been a real blast. Last Friday we had the pre-alpha gametest and we got some feedback on the game. It were both which they told us through the survey and what we noticed when we watched them playing. Most of the was about speed and cameras, which most people felt it was okeyish (as it needed small fixes), but some others were about gameplay and stuff. People seemed like they didn’t know what they should do, objective and controls, as there was no […]
BGP – Day 24
Animation
Ending the 4th week I spent the day with starting the final work on the animations, we had some troubles adding a bone to the characters rig and then merging that with the current Motionbuilder file. So instead of delaying my work any further I chose to start over, importing the character and all the takes. I also cleaned the last more ”Cinematic” motion capture data we recorded. So now they are all in Motionbuilder.
Another problem managed to occur, where […]
BGP – Day 24
Animation
Ending the 4th week I spent the day with starting the final work on the animations, we had some troubles adding a bone to the characters rig and then merging that with the current Motionbuilder file. So instead of delaying my work any further I chose to start over, importing the character and all the takes. I also cleaned the last more ”Cinematic” motion capture data we recorded. So now they are all in Motionbuilder.
Another problem managed to occur, where […]
Sound of Life – Sensors, Materials and Widgets
Hallo everyone! in this post I’m going to talk about the gameplay in Sound of Life and what we need to make it work. I’m also going to talk a bit about widgets in Unreal Engine 4 and how we are planing to use them.
Lets start by explaining our gameplay. You play as a rescue worker and your job is to place sensors to try to locate people that are trapped underground. So the First thing I had to was […]
Sound of Life – Sensors, Materials and Widgets
Hallo everyone! in this post I’m going to talk about the gameplay in Sound of Life and what we need to make it work. I’m also going to talk a bit about widgets in Unreal Engine 4 and how we are planing to use them.
Lets start by explaining our gameplay. You play as a rescue worker and your job is to place sensors to try to locate people that are trapped underground. So the First thing I had to was […]
Title screen and fireflies
Today I’ve been making a lot of particle effects. I downloaded the ”inferno” package from unity asset store and used those particle effects and changed them a bit so we could use them in our game. With that I learned more about particle effects and more specifically about spritesheets and particles, I didn’t know before how to use spritesheets in this way so it was a lot of useful informations and I like that I’ve learned something new!
With the new […]
Title screen and fireflies
Today I’ve been making a lot of particle effects. I downloaded the ”inferno” package from unity asset store and used those particle effects and changed them a bit so we could use them in our game. With that I learned more about particle effects and more specifically about spritesheets and particles, I didn’t know before how to use spritesheets in this way so it was a lot of useful informations and I like that I’ve learned something new!
With the new […]
[5SD037] “It’s all JavaScript to me” or “How to find grid positions within a cone”
After a few pretty hectic weeks we have finally reached a relatively quiet period in our project so I have some time to write some blog posts. This means that some posts will be written quite some time after the implementation of the feature they will be about. I already have some posts backed up so they will come out in a rather quick succession next week.
Since this is the first blog-post for the project I will begin by giving […]
[5SD037] “It’s all JavaScript to me” or “How to find grid positions within a cone”
After a few pretty hectic weeks we have finally reached a relatively quiet period in our project so I have some time to write some blog posts. This means that some posts will be written quite some time after the implementation of the feature they will be about. I already have some posts backed up so they will come out in a rather quick succession next week.
Since this is the first blog-post for the project I will begin by giving […]
Sound of Life – The beginning
Hallo everyone! My name is Emil Wahlund and I’m a member of the group !false and we are working on a concept called Sound of Life. In the game you plays as a rescue worker in an bombed city and your mission is to find people that has been buried under collapsed buildings. You do this by listening through sensors to try to pinpoint their location so that they can be rescued. I’m the lead designer in the group and also […]
Sound of Life – The beginning
Hallo everyone! My name is Emil Wahlund and I’m a member of the group !false and we are working on a concept called Sound of Life. In the game you plays as a rescue worker in an bombed city and your mission is to find people that has been buried under collapsed buildings. You do this by listening through sensors to try to pinpoint their location so that they can be rescued. I’m the lead designer in the group and also […]
First week – Preparing the map
During the first week, the group mainly worked with preparing/setting up our project for the coming production. That including things as planning our map, writing up story elements for our game and doing research, which I personally took responsibility for. In this post I thought I’d mainly talk about the map.
Planning out the map
We needed a visual representation of what our map would look like. Something that we could both play around with to test our […]
First week – Preparing the map
During the first week, the group mainly worked with preparing/setting up our project for the coming production. That including things as planning our map, writing up story elements for our game and doing research, which I personally took responsibility for. In this post I thought I’d mainly talk about the map.
Planning out the map
We needed a visual representation of what our map would look like. Something that we could both play around with to test our […]
First week – Research
Since our theme is quite a sensitive topic, it’s important to do plenty of research beforehand. None of us in the team had ever been in any type of war zone or anything like that in our lives, which makes it quite hard for us to put ourselves in those people’s shoes, let alone trying to do the same with our players.
Though we decided that the game would not actually take place in Syria, the situation is still heavily inspired […]
First week – Research
Since our theme is quite a sensitive topic, it’s important to do plenty of research beforehand. None of us in the team had ever been in any type of war zone or anything like that in our lives, which makes it quite hard for us to put ourselves in those people’s shoes, let alone trying to do the same with our players.
Though we decided that the game would not actually take place in Syria, the situation is still heavily inspired […]
BGP – Day 23
Alpha
We have reached alpha stage and (should) have a playable game to show our teachers. Luckily we have a playable version of our game, though it is lacking a lot of art, lighting and feedback that is supposed to lead the player through the game. Now a lot of art have been created it just haven’t been put into every part of the game. Before we had our alpha, we had the morning to prepare our game.
I therefor helped one […]
BGP – Day 23
Alpha
We have reached alpha stage and (should) have a playable game to show our teachers. Luckily we have a playable version of our game, though it is lacking a lot of art, lighting and feedback that is supposed to lead the player through the game. Now a lot of art have been created it just haven’t been put into every part of the game. Before we had our alpha, we had the morning to prepare our game.
I therefor helped one […]
[5SD037] Multiplayer
So in this blog post I will write about one of the most important systems in multiplayer game. The network solution.
In The Summoning we chose to use Photon PUN, can be found here, this because I have used Photon together with Unity before (only some experimental projects). Photon is a great framework for making simple multiplayer games in Unity. It doesn’t take much code and time to get a game project up and running. Which is exactly what […]
[5SD037] Multiplayer
So in this blog post I will write about one of the most important systems in multiplayer game. The network solution.
In The Summoning we chose to use Photon PUN, can be found here, this because I have used Photon together with Unity before (only some experimental projects). Photon is a great framework for making simple multiplayer games in Unity. It doesn’t take much code and time to get a game project up and running. Which is exactly what […]
A Rat Betwixt
This post is already 2 weeks late – so let’s get going right away.
It’s been over a year since the last series of posts and now I’m back to write about the project I’m curently working on: A Rat Betwixt. It’s a turn-based local (for now – probably online in the future) multiplayer co-op(tional?) strategy RPG, with some deception and hidden agendas mixed in.
The game is played on one large screen – such as a TV or a projector – […]
A Rat Betwixt
This post is already 2 weeks late – so let’s get going right away.
It’s been over a year since the last series of posts and now I’m back to write about the project I’m curently working on: A Rat Betwixt. It’s a turn-based local (for now – probably online in the future) multiplayer co-op(tional?) strategy RPG, with some deception and hidden agendas mixed in.
The game is played on one large screen – such as a TV or a projector – […]