Yearly Archives: 2017
Fixing the silhouette of a troll
Hi!
In this blogpost I would like to talk about the reiteration of the troll mesh for our game.
The troll of our game is a bigger enemy type, both in its appearence and as a threat. It’s inspiration and lore is that this old troll who resides in the bunker is an old John Bauer troll who, ever since he was insprisoned in the bunker some odd millenia ago, lives in the dark comfort of the bunker.
The idea we drew on […]
Fixing the silhouette of a troll
Hi!
In this blogpost I would like to talk about the reiteration of the troll mesh for our game.
The troll of our game is a bigger enemy type, both in its appearence and as a threat. It’s inspiration and lore is that this old troll who resides in the bunker is an old John Bauer troll who, ever since he was insprisoned in the bunker some odd millenia ago, lives in the dark comfort of the bunker.
The idea we drew on […]
Detecting Sound
The game’s main mechanic is listening for survivors using triangulation with seismic sensors. To achieve this I created game objects that could be placed out into the world that held a sound file. We wanted the sound to be louder the closer to a sensor it was, rather than just have it play when within a certain radius. To make this work I had to implement a fall-off algorithm. First I tried to just make a simple fall-off where at […]
Detecting Sound
The game’s main mechanic is listening for survivors using triangulation with seismic sensors. To achieve this I created game objects that could be placed out into the world that held a sound file. We wanted the sound to be louder the closer to a sensor it was, rather than just have it play when within a certain radius. To make this work I had to implement a fall-off algorithm. First I tried to just make a simple fall-off where at […]
A Rat Betwixt Blog Post #6 – The Final Post and Additional Insight
This final post will be a long one, so Buckle Up!
So, it finally came. The end of what took up the complete majority of the last 2 months of my life. The initial release of the vertical slice of the game design studies game project – A Rat Betwixt.
So for this final blog post I will talk about the project and my final insights on the project as a whole and my involvment in it.
If you want to see the […]
A Rat Betwixt Blog Post #6 – The Final Post and Additional Insight
This final post will be a long one, so Buckle Up!
So, it finally came. The end of what took up the complete majority of the last 2 months of my life. The initial release of the vertical slice of the game design studies game project – A Rat Betwixt.
So for this final blog post I will talk about the project and my final insights on the project as a whole and my involvment in it.
If you want to see the […]
BGP – 5
I want to tell a little bit about the things that I liked the most and at the same time they were also the most time consuming.
Im going to start with the fountain. The plaza was large and rather empty. We were thinking should we perhaps make a statue or a fountain. After a short while, everyone agreed on the fountain.
Okay, so the progress of creating the mesh for the statue didn’t go as I planned. First, I though in […]
BGP – 5
I want to tell a little bit about the things that I liked the most and at the same time they were also the most time consuming.
Im going to start with the fountain. The plaza was large and rather empty. We were thinking should we perhaps make a statue or a fountain. After a short while, everyone agreed on the fountain.
Okay, so the progress of creating the mesh for the statue didn’t go as I planned. First, I though in […]
BGP – 4
Hello again and again… x) I don’t have that much to explain about different things that I created since the main task that I had was to create the props so to be honest, I am a little bit unsure should I choose one prop and explain about that or choose a category (like I did in my first post with the bar props)… So confusing!
Oh well… Maybe I can make a list that is good to have in mind […]
BGP – 4
Hello again and again… x) I don’t have that much to explain about different things that I created since the main task that I had was to create the props so to be honest, I am a little bit unsure should I choose one prop and explain about that or choose a category (like I did in my first post with the bar props)… So confusing!
Oh well… Maybe I can make a list that is good to have in mind […]
#6 – Making various graphical assets
This might have been the most fun part with developing our game. Even if everything mentioned before also has been fun to do, they had a higher risk of not being able to be finished than the upcoming graphical assets have. They are very easy to do, and when they all get done very quickly I get this feeling that I have been very efficient at work. Since most of these assets will not be seen up close I also […]
#6 – Making various graphical assets
This might have been the most fun part with developing our game. Even if everything mentioned before also has been fun to do, they had a higher risk of not being able to be finished than the upcoming graphical assets have. They are very easy to do, and when they all get done very quickly I get this feeling that I have been very efficient at work. Since most of these assets will not be seen up close I also […]
#5 – Animating the character
Animating a character takes a lot of time while the number of graphic artists in the group is short and the amount of time we have is short as well. But we were actually able to make it in time while also being able to tweak the (amount of) animations as much as we wanted with the help of a site called Mixamo.com. Mixamo both rigs our character and has a wide range of different animations that we are allowed […]
#5 – Animating the character
Animating a character takes a lot of time while the number of graphic artists in the group is short and the amount of time we have is short as well. But we were actually able to make it in time while also being able to tweak the (amount of) animations as much as we wanted with the help of a site called Mixamo.com. Mixamo both rigs our character and has a wide range of different animations that we are allowed […]
#4 – UV-Mapping
UV-mapping means that the surface of the 3d model will be unfolded in a picture so that our material and textures can be applied to the 3d model. But there’s a difference in UV-mapping in a lousy way, in an acceptable way and in a fantastic way. Depending on how well the UV-mapping is done the textures will look less distorted on the 3d model and the textures won’t be too much for our game to process. Not that any […]
#4 – UV-Mapping
UV-mapping means that the surface of the 3d model will be unfolded in a picture so that our material and textures can be applied to the 3d model. But there’s a difference in UV-mapping in a lousy way, in an acceptable way and in a fantastic way. Depending on how well the UV-mapping is done the textures will look less distorted on the 3d model and the textures won’t be too much for our game to process. Not that any […]
Sound of Life Blog #6
Hello again, and welcome to my last blog post for this project
Today I want to talk about a texture material that I created in Substance Designer 6, mainly because I ran out things to talk about . It is a simple painted concrete texture, that is going to be used for indoor walls. If you want more information about Substance Designer 6, please feel free to read my first blog post about substance designer, where I briefly describe the software […]
Sound of Life Blog #6
Hello again, and welcome to my last blog post for this project
Today I want to talk about a texture material that I created in Substance Designer 6, mainly because I ran out things to talk about . It is a simple painted concrete texture, that is going to be used for indoor walls. If you want more information about Substance Designer 6, please feel free to read my first blog post about substance designer, where I briefly describe the software […]
Sound of Life Blog #5
Hello again!
Today I want to talk about Color Grading and how we utilized color correction in order add a tone/mood to our scene. What you do is that you are taking the final rendered image and manipulate the color spectrum that the scene is rendered through, in a way that fits the mood of the scene.
In order to do this process, you need something called a color look-up table(LUT). You can find this LUT in Unreal documentation site under Post Process […]
Sound of Life Blog #5
Hello again!
Today I want to talk about Color Grading and how we utilized color correction in order add a tone/mood to our scene. What you do is that you are taking the final rendered image and manipulate the color spectrum that the scene is rendered through, in a way that fits the mood of the scene.
In order to do this process, you need something called a color look-up table(LUT). You can find this LUT in Unreal documentation site under Post Process […]
#3 – Creating the avatar
Our group has decided that the game is going to be viewed from above when the pirates are fighting around on the ships. We originally planned that the pirates would have different kinds of looks on them, making them look different from each other. But if the game will be viewed from above that would mean that we will be limited to just making different looking hats and coloring the avatars. Even trying to make them to look like human […]
#3 – Creating the avatar
Our group has decided that the game is going to be viewed from above when the pirates are fighting around on the ships. We originally planned that the pirates would have different kinds of looks on them, making them look different from each other. But if the game will be viewed from above that would mean that we will be limited to just making different looking hats and coloring the avatars. Even trying to make them to look like human […]
Sound of Life Blog #4
Hello again and welcome back !
Today I want to talk about a method we used to apply textures to our modular buildings and the stuff that you need to avoid, so that you guys won’t make the same mistake as we did . As I’ve said earlier in my previous blog post, we are using Substance Designer 6 in order to create seamless and procedural textures that are applied to our modular walls. These textures are applied to […]
Sound of Life Blog #4
Hello again and welcome back !
Today I want to talk about a method we used to apply textures to our modular buildings and the stuff that you need to avoid, so that you guys won’t make the same mistake as we did . As I’ve said earlier in my previous blog post, we are using Substance Designer 6 in order to create seamless and procedural textures that are applied to our modular walls. These textures are applied to […]