Author Archives: Alexander Westerdahl

Happy-Pill Power-Up Activation & Title Screen Music

This week iv’e been home, away from school and Gotland. I’ve still got work to do on our project though and this week my focus has been on cleaning up the last bit of sound effects laying around in order to completely focus my efforts on voice-overs for our main character and enemies. In addition to making some of the sounds you’ll hear in our menus i’ve worked on a sound called “Happy-Pill Power-Up Activation”. When our character takes a […]

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Program: Graphics

Happy-Pill Power-Up Activation & Title Screen Music

This week iv’e been home, away from school and Gotland. I’ve still got work to do on our project though and this week my focus has been on cleaning up the last bit of sound effects laying around in order to completely focus my efforts on voice-overs for our main character and enemies. In addition to making some of the sounds you’ll hear in our menus i’ve worked on a sound called “Happy-Pill Power-Up Activation”. When our character takes a […]

/ Comments Off on Happy-Pill Power-Up Activation & Title Screen Music
Program: Graphics

Happy-Pill Power-Up Activation & Title Screen Music

This week iv’e been home, away from school and Gotland. I’ve still got work to do on our project though and this week my focus has been on cleaning up the last bit of sound effects laying around in order to completely focus my efforts on voice-overs for our main character and enemies. In addition to making some of the sounds you’ll hear in our menus i’ve worked on a sound called “Happy-Pill Power-Up Activation”. When our character takes a […]

/ Comments Off on Happy-Pill Power-Up Activation & Title Screen Music
Program: Graphics

Happy-Pill Power-Up Activation & Title Screen Music

This week iv’e been home, away from school and Gotland. I’ve still got work to do on our project though and this week my focus has been on cleaning up the last bit of sound effects laying around in order to completely focus my efforts on voice-overs for our main character and enemies. In addition to making some of the sounds you’ll hear in our menus i’ve worked on a sound called “Happy-Pill Power-Up Activation”. When our character takes a […]

/ Comments Off on Happy-Pill Power-Up Activation & Title Screen Music
Program: Graphics

Pumpmeter increase & “Blue Cow” power-up SFX

All the sound effects I’ve done so far has been pretty straight forward, although our game has a very distinct cartoonish feel to it I decided I would keep all “real” sounds simple and realistic. The sounds of feet hitting concrete or a cane striking another human being should be as similar to the real sound as possible because I wanted to keep our game from becoming too surreal. When it was time for me to produce sounds for things […]

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Program: Graphics

Pumpmeter increase & “Blue Cow” power-up SFX

All the sound effects I’ve done so far has been pretty straight forward, although our game has a very distinct cartoonish feel to it I decided I would keep all “real” sounds simple and realistic. The sounds of feet hitting concrete or a cane striking another human being should be as similar to the real sound as possible because I wanted to keep our game from becoming too surreal. When it was time for me to produce sounds for things […]

/ Comments Off on Pumpmeter increase & “Blue Cow” power-up SFX
Program: Graphics

Pumpmeter increase & “Blue Cow” power-up SFX

All the sound effects I’ve done so far has been pretty straight forward, although our game has a very distinct cartoonish feel to it I decided I would keep all “real” sounds simple and realistic. The sounds of feet hitting concrete or a cane striking another human being should be as similar to the real sound as possible because I wanted to keep our game from becoming too surreal. When it was time for me to produce sounds for things […]

/ Comments Off on Pumpmeter increase & “Blue Cow” power-up SFX
Program: Graphics

Pumpmeter increase & “Blue Cow” power-up SFX

All the sound effects I’ve done so far has been pretty straight forward, although our game has a very distinct cartoonish feel to it I decided I would keep all “real” sounds simple and realistic. The sounds of feet hitting concrete or a cane striking another human being should be as similar to the real sound as possible because I wanted to keep our game from becoming too surreal. When it was time for me to produce sounds for things […]

/ Comments Off on Pumpmeter increase & “Blue Cow” power-up SFX
Program: Graphics

SFX – Dangerous Dander

Early on in the production stage I decided that I wanted to do my own sound effects instead of using pre-recorded ones you can get online through various sound banks. My goal was to try and use midi instruments which is basically a simulated software instrument as much as possible because of the simplicity, I can easily modulate sounds through the use of effects and pre-amps, my favorite effects is a nifty little thing called Bit-Crusher, it adds a sort of […]

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Program: Graphics

SFX – Dangerous Dander

Early on in the production stage I decided that I wanted to do my own sound effects instead of using pre-recorded ones you can get online through various sound banks. My goal was to try and use midi instruments which is basically a simulated software instrument as much as possible because of the simplicity, I can easily modulate sounds through the use of effects and pre-amps, my favorite effects is a nifty little thing called Bit-Crusher, it adds a sort of […]

/ Comments Off on SFX – Dangerous Dander
Program: Graphics

SFX – Dangerous Dander

Early on in the production stage I decided that I wanted to do my own sound effects instead of using pre-recorded ones you can get online through various sound banks. My goal was to try and use midi instruments as much as possible because of the simplicity, I can easily modulate sounds through the use of effects and pre-amps, my favorite effects is a nifty little thing called Bit-Crusher, it adds a sort of Super Mario 32-bit feel to the sound.

February 13, 2014 / Comments Off on SFX – Dangerous Dander
Program: Graphics

SFX – Dangerous Dander

Early on in the production stage I decided that I wanted to do my own sound effects instead of using pre-recorded ones you can get online through various sound banks. My goal was to try and use midi instruments as much as possible because of the simplicity, I can easily modulate sounds through the use of effects and pre-amps, my favorite effects is a nifty little thing called Bit-Crusher, it adds a sort of Super Mario 32-bit feel to the sound.

February 13, 2014 / Comments Off on SFX – Dangerous Dander
Program: Graphics

First week of game development

Our first week of game design was mostly scrum documentation and going over our design document. We took some time to re-define the game we had chosen to develop – Dangerous Dander. After some thought we had a pretty clear idea of what we wanted to change and what we wanted to keep. Our vision was keeping the original game’s aesthetic goals and going for a different approach in setting, of course there were some details in mechanics we decided […]

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Program: Graphics

First week of game development

Our first week of game design was mostly scrum documentation and going over our design document. We took some time to re-define the game we had chosen to develop – Dangerous Dander. After some thought we had a pretty clear idea of what we wanted to change and what we wanted to keep. Our vision was keeping the original game’s aesthetic goals and going for a different approach in setting, of course there were some details in mechanics we decided […]

/ Comments Off on First week of game development
Program: Graphics

First week of game development

Our first week of game design was mostly scrum documentation and going over our design document. We took some time to redefine the game we had chosen to develop – Dangerous Dander. After some thought we had a pretty clear idea of what we wanted to change and what we wanted to keep. Our vision was keeping the original game’s aesthetic goals and going for a different approach in setting, off course there were some details in mechanics we decided […]

/ Comments Off on First week of game development
Program: Graphics

First week of game development

Our first week of game design was mostly scrum documentation and going over our design document. We took some time to redefine the game we had chosen to develop – Dangerous Dander. After some thought we had a pretty clear idea of what we wanted to change and what we wanted to keep. Our vision was keeping the original game’s aesthetic goals and going for a different approach in setting, off course there were some details in mechanics we decided […]

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Program: Graphics

Thoughtless Productions – Summary of the last 2 weeks of work.

01/11/2013
Since I last wrote here I was right in the middle of creating some of the main enemies and characters of our game. We had a meeting Wednesday the 23rd where we started testing with our paper prototype and going through some of our more fundamental systems. When we called it a day we each had our assignments and mine was to continue working with main characters and enemies. Sometime later we had our first test presentation, our lead designer […]

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Program: Graphics

Thoughtless Productions – Summary of the last 2 weeks of work.

01/11/2013
Since I last wrote here I was right in the middle of creating some of the main enemies and characters of our game. We had a meeting Wednesday the 23rd where we started testing with our paper prototype and going through some of our more fundamental systems. When we called it a day we each had our assignments and mine was to continue working with main characters and enemies. Sometime later we had our first test presentation, our lead designer […]

/ Comments Off on Thoughtless Productions – Summary of the last 2 weeks of work.
Program: Graphics

Thoughtless Productions – Summary of the last 2 weeks of work.

01/11/2013
Since I last wrote here I was right in the middle of creating some of the main enemies and characters of our game. We had a meeting Wednesday the 23rd where we started testing with our paper prototype and going through some of our more fundamental systems. When we called it a day we each had our assignments and mine was to continue working with main characters and enemies. Sometime later we had our first test presentation, our lead designer […]

/ Comments Off on Thoughtless Productions – Summary of the last 2 weeks of work.
Program: Graphics

Thoughtless Productions – Summary of the last 2 weeks of work.

01/11/2013
Since I last wrote here I was right in the middle of creating some of the main enemies and characters of our game. We had a meeting Wednesday the 23rd where we started testing with our paper prototype and going through some of our more fundamental systems. When we called it a day we each had our assignments and mine was to continue working with main characters and enemies. Sometime later we had our first test presentation, our lead designer […]

/ Comments Off on Thoughtless Productions – Summary of the last 2 weeks of work.
Program: Graphics

Sunday 13/09/2013
Thoughtless Badger
Today our intentions was to take a look at the basic ideas for our paper prototype that one of us was supposed to look at. We also took a look at some of the drawings I had made of some of the main characters: badgers, protagonist (both male and female) and some basic surroundings. I’m not that comfortable with hand drawings, even though you can clearly see what I was going for I feel that I’m better […]

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Program: Graphics

Sunday 13/09/2013
Thoughtless Badger
Today our intentions was to take a look at the basic ideas for our paper prototype that one of us was supposed to look at. We also took a look at some of the drawings I had made of some of the main characters: badgers, protagonist (both male and female) and some basic surroundings. I’m not that comfortable with hand drawings, even though you can clearly see what I was going for I feel that I’m better […]

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Program: Graphics

Thoughtless Badger – Development diary

Sunday 13/09/2013
Thoughtless Badger
Today our intentions was to take a look at the basic ideas for our paper prototype that one of us was supposed to look at. We also took a look at some of the drawings I had made of some of the main characters: badgers, protagonist (both male and female) and some basic surroundings.
I’m not that comfortable with hand drawings, even though you can clearly see what I was going for I feel that I’m better suited with […]

/ Comments Off on Thoughtless Badger – Development diary
Program: Graphics

Thoughtless Badger – Development diary

Sunday 13/09/2013
Thoughtless Badger
Today our intentions was to take a look at the basic ideas for our paper prototype that one of us was supposed to look at. We also took a look at some of the drawings I had made of some of the main characters: badgers, protagonist (both male and female) and some basic surroundings.
I’m not that comfortable with hand drawings, even though you can clearly see what I was going for I feel that I’m better suited with […]

/ Comments Off on Thoughtless Badger – Development diary
Program: Graphics