Author Archives: Anita Stenholm
Materials – Big Game Project
While the set up for the space levels were almost at an completion, the space itself lacked movement and looked rather flat. The group discussed whether there should be light sources placed on certain celestial bodies or if sprite sheets should be used to animate them. However, since there was only one week away from GGC, creating spritesheets would take up much more time than we could afford and using lights in space would take up much of the processing […]
Materials – Big Game Project
While the set up for the space levels were almost at an completion, the space itself lacked movement and looked rather flat. The group discussed whether there should be light sources placed on certain celestial bodies or if sprite sheets should be used to animate them. However, since there was only one week away from GGC, creating spritesheets would take up much more time than we could afford and using lights in space would take up much of the processing […]
Logo and tshirt desgin – Big Game Project
Upon finilizing the game’s name from “MSSP” to “Warpers” we needed a logo as well as tshirts for the Gotland Game Conference.
I was in charge of creating sketches for the logo designs. My initial thought was to incorporate a warp effect in the actual logo to tie in with the name of the game. But I did also want to have the low-tech feel of our space game to convey in the logo. So one day I sat down and […]
Logo and tshirt desgin – Big Game Project
Upon finilizing the game’s name from “MSSP” to “Warpers” we needed a logo as well as tshirts for the Gotland Game Conference.
I was in charge of creating sketches for the logo designs. My initial thought was to incorporate a warp effect in the actual logo to tie in with the name of the game. But I did also want to have the low-tech feel of our space game to convey in the logo. So one day I sat down and […]
Atmosphere in Warpers – Big Game Project
In order to create the sense of depth in the space levels of the game “MSSP”, a parallax effect is used. This way the planets and/or celestial bodies that are closer to the camera seem to move faster than the distant ones. The movements of planets and stars seem more natural and interesting compared to if they were to all move at the same speed.
The level set up for the blue/green theme of MSSP
However, the parallax effect was not […]
Atmosphere in Warpers – Big Game Project
In order to create the sense of depth in the space levels of the game “MSSP”, a parallax effect is used. This way the planets and/or celestial bodies that are closer to the camera seem to move faster than the distant ones. The movements of planets and stars seem more natural and interesting compared to if they were to all move at the same speed.
The level set up for the blue/green theme of MSSP
However, the parallax effect was not […]
Backgrounds for MSSP – Big Game Project
I was instructed to be in charge of the space levels of the game, both in its design and art assets. Since the player would be able warp between different solar systems we needed to at least have two different space levels in the game. If we had time, 3 different space levels would be ideal.
Before the alfa testing on the 29:th of April two different background layers for the two space levels were created. One using a more cool […]
Backgrounds for MSSP – Big Game Project
I was instructed to be in charge of the space levels of the game, both in its design and art assets. Since the player would be able warp between different solar systems we needed to at least have two different space levels in the game. If we had time, 3 different space levels would be ideal.
Before the alfa testing on the 29:th of April two different background layers for the two space levels were created. One using a more cool […]
First week of Big Game Project
For this course I was selected to be in a group that had already a concept of a 2D casual real-time top-down shooter, production name “MSSP”. The game is catered to players who’ve always dreamed of commanding their own spaceship, build their spaceship from scratch, travel through different solar systems and carry out missions.
The first week of MSSP was mainly focused on creating mood boards and mock-ups to get a greater picture of where we wanted to go artwise.
The moodboard […]
First week of Big Game Project
For this course I was selected to be in a group that had already a concept of a 2D casual real-time top-down shooter, production name “MSSP”. The game is catered to players who’ve always dreamed of commanding their own spaceship, build their spaceship from scratch, travel through different solar systems and carry out missions.
The first week of MSSP was mainly focused on creating mood boards and mock-ups to get a greater picture of where we wanted to go artwise.
The moodboard […]
Lincoln Ranger 3D model
A couple of weeks ago, as an assignment of the 3D2 course, we had to model a high poly and a low poly version of either a generator (which I chose to do) and a telephonebooth. After finishing modeling we had to bake maps from the high poly model to the lowpoly model and later put it into an enviroment which should be properly lighted. Below is what I created for this assignment. A couple of weeks ago, as an assignment of the 3D2 course, we had to model a high poly and a low poly version of either a generator (which I chose to do) and a telephonebooth. After finishing modeling we had to bake maps from the high poly model to the lowpoly model and later put it into an enviroment which should be properly lighted. Below is what I created for this assignment.
Model in 3Dsmax with trangle count and poly count.
Lincoln Ranger 3D model
Model in 3Dsmax with trangle count and poly count.
Persona 3 and Disney composition in After Effects – Motion Graphics
A couple of weeks has gone by since I wrote my latest blog post regarding the Motion Graphics course I’m taking alongside 3D2 and I thought I’d share some of the things I’ve done during time. The pace of this course has been extremely high with two comps a week and something entirely different to learn each time. I will share with you one comp from both week 3 and week 4 I’ve done for the hand-in assignment.
Week 3
The focus for […]
Persona 3 and Disney composition in After Effects – Motion Graphics
A couple of weeks has gone by since I wrote my latest blog post regarding the Motion Graphics course I’m taking alongside 3D2 and I thought I’d share some of the things I’ve done during time. The pace of this course has been extremely high with two comps a week and something entirely different to learn each time. I will share with you one comp from both week 3 and week 4 I’ve done for the hand-in assignment.
Week 3
The focus for […]
Persona 3 and Disney composition in After Effects – Motion Graphics
A couple of weeks has gone by since I wrote my latest blog post regarding the Motion Graphics course I’m taking alongside 3D2 and I thought I’d share some of the things I’ve done during time. The pace of this course has been extremely high with two comps a week and something entirely different to learn each time. I will share with you one comp from both week 3 and week 4 I’ve done for the hand-in assignment.
Week 3
The focus for […]
Persona 3 and Disney composition in After Effects – Motion Graphics
A couple of weeks has gone by since I wrote my latest blog post regarding the Motion Graphics course I’m taking alongside 3D2 and I thought I’d share some of the things I’ve done during time. The pace of this course has been extremely high with two comps a week and something entirely different to learn each time. I will share with you one comp from both week 3 and week 4 I’ve done for the hand-in assignment.
Week 3
The focus for […]
Motion Graphics with After Effects
The reason for this post is that I would like to showcase the work I’ve created in After Effects during the 2 weeks studying the Motion Graphics course for anyone interested. As a complete beginner of After Effects I struggled in the beginning to understand the functions of the software and how to think when placing your key frames. After thousands and thousands of video tutorials, late nights and lots of frustration I started to get a hang of it. […]
Motion Graphics with After Effects
The reason for this post is that I would like to showcase the work I’ve created in After Effects during the 2 weeks studying the Motion Graphics course for anyone interested. As a complete beginner of After Effects I struggled in the beginning to understand the functions of the software and how to think when placing your key frames. After thousands and thousands of video tutorials, late nights and lots of frustration I started to get a hang of it. […]
Motion Graphics with After Effects
The reason for this post is that I would like to showcase the work I’ve created in After Effects during the 2 weeks studying the Motion Graphics course for anyone interested. As a complete beginner of After Effects I struggled in the beginning to understand the functions of the software and how to think when placing your key frames. After thousands and thousands of video tutorials, late nights and lots of frustration I started to get a hang of it. […]
Motion Graphics with After Effects
The reason for this post is that I would like to showcase the work I’ve created in After Effects during the 2 weeks studying the Motion Graphics course for anyone interested. As a complete beginner of After Effects I struggled in the beginning to understand the functions of the software and how to think when placing your key frames. After thousands and thousands of video tutorials, late nights and lots of frustration I started to get a hang of it. […]
Tileable textures in Unreal 4
As the first assignment of the second 3D course we students got to create two tileable textures and import them into the Unreal 4 engine to set up the materials. One material had to be metallic and the other more to the matte side. Each material had to consist of, other than the diffuse map, a normal map and gloss/specular map. I decided to create a brick material which could be used for either ground and/or walls and another metallic material that […]
Tileable textures in Unreal 4
As the first assignment of the second 3D course we students got to create two tileable textures and import them into the Unreal 4 engine to set up the materials. One material had to be metallic and the other more to the matte side. Each material had to consist of, other than the diffuse map, a normal map and gloss/specular map. I decided to create a brick material which could be used for either ground and/or walls and another metallic material that […]
Tileable textures in Unreal 4
As the first assignment of the second 3D course we students got to create two tileable textures and import them into the Unreal 4 engine to set up the materials. One material had to be metallic and the other more to the matte side. Each material had to consist of, other than the diffuse map, a normal map and gloss/specular map. I decided to create a brick material which could be used for either ground and/or walls and another metallic material that […]
Tileable textures in Unreal 4
As the first assignment of the second 3D course we students got to create two tileable textures and import them into the Unreal 4 engine to set up the materials. One material had to be metallic and the other more to the matte side. Each material had to consist of, other than the diffuse map, a normal map and gloss/specular map. I decided to create a brick material which could be used for either ground and/or walls and another metallic material that […]