Author Archives: Björn Berndtsson
Ideas and Beginnings
Everything starts somewhere. This would be the start of my first ever attempt at entrepreneurship and trying to market a product with the distinct goal of having gone through the entire process in earnest. This is however easier said than done, as not only must I have the idea of a product ready, but also be able to know to whom it might be attractive be it private consumers or otherwise.
Seeing as I am looking at a 5-month period where […]
Ideas and Beginnings
Everything starts somewhere. This would be the start of my first ever attempt at entrepreneurship and trying to market a product with the distinct goal of having gone through the entire process in earnest. This is however easier said than done, as not only must I have the idea of a product ready, but also be able to know to whom it might be attractive be it private consumers or otherwise.
Seeing as I am looking at a 5-month period where […]
Goals
This has been a long time coming. As with the current design course I am supposed to list a number of goals that I will pursue as I undertake this project.
I have a lot of things that I need to learn and improve upon. Communication being one thing and also how I pitch and present my ideas to both my team and others. While I have done plenty of presentations such as this one in my life I have never […]
Goals
This has been a long time coming. As with the current design course I am supposed to list a number of goals that I will pursue as I undertake this project.
I have a lot of things that I need to learn and improve upon. Communication being one thing and also how I pitch and present my ideas to both my team and others. While I have done plenty of presentations such as this one in my life I have never […]
Big Game Project: Week Five
Apologies for the very late submission! Things have been coming to a head with work and I frankly forgot about posting this report. Without further delay I will continue on with my painfully brief report of one of the project’s last weeks.
This week has been a lot about trial and error regarding the Unity engine when implementing terrain into the game. My inexperience showed as I believed it was a simple matter of creating terrain by modelling through 3DS Max […]
Big Game Project: Week Five
Apologies for the very late submission! Things have been coming to a head with work and I frankly forgot about posting this report. Without further delay I will continue on with my painfully brief report of one of the project’s last weeks.
This week has been a lot about trial and error regarding the Unity engine when implementing terrain into the game. My inexperience showed as I believed it was a simple matter of creating terrain by modelling through 3DS Max […]
Big Game Project: Week Four
Apologies for the late report! This will cover what I did during the –fourth- week of the project that is the one previous to this.
Week four was a bit of an obstacle course for me involving the implementation of a Skybox in Unity. While the act itself was simple enough the Lead Designer wished for us to utilise a 3D Skybox in the manner that is found in the Source engine and its related games where the 3D scene is […]
Big Game Project: Week Four
Apologies for the late report! This will cover what I did during the –fourth- week of the project that is the one previous to this.
Week four was a bit of an obstacle course for me involving the implementation of a Skybox in Unity. While the act itself was simple enough the Lead Designer wished for us to utilise a 3D Skybox in the manner that is found in the Source engine and its related games where the 3D scene is […]
Big Game Project: Week Three
For the third week of production my work has been on mainly assisting the art department with constructing the environment of our first map to go along with the level for GGC. It was decided that a 3D Skybox would be most suitable to provide an optimised visualization for the world surrounding the course.
Inspiration was mostly taken from its name – Spectre – along with mood board artwork to get a broad sense of what tone and feel the map […]
Big Game Project: Week Three
For the third week of production my work has been on mainly assisting the art department with constructing the environment of our first map to go along with the level for GGC. It was decided that a 3D Skybox would be most suitable to provide an optimised visualization for the world surrounding the course.
Inspiration was mostly taken from its name – Spectre – along with mood board artwork to get a broad sense of what tone and feel the map […]
Big Game Project: Week Two
This week has mostly focused on fleshing out the game’s look and feel as well as active dialogue to ensure we all were on the same boat in this regard. With a design meeting taking place early on to help keeping common ground between the design and art department. To further aid in this endeavour I was assigned to write a dedicated aesthetic document for the group to access at any time in order to always have easily understood guidelines […]
Big Game Project: Week Two
This week has mostly focused on fleshing out the game’s look and feel as well as active dialogue to ensure we all were on the same boat in this regard. With a design meeting taking place early on to help keeping common ground between the design and art department. To further aid in this endeavour I was assigned to write a dedicated aesthetic document for the group to access at any time in order to always have easily understood guidelines […]
Big Game Project: Week One
Back into activity! We’ve now started on the Big Game Project course where groups consisting of a handful of team members work together to complete a functional product in a two-month period. I’ve been assigned the role pf Producer of my group, which means I’ll have to make sure deadlines are met and the project as a whole is on track and following a set schedule. Our goal is to create a racing experience reminiscent of F-Zero and Wipeout, with […]
Big Game Project: Week One
Back into activity! We’ve now started on the Big Game Project course where groups consisting of a handful of team members work together to complete a functional product in a two-month period. I’ve been assigned the role pf Producer of my group, which means I’ll have to make sure deadlines are met and the project as a whole is on track and following a set schedule. Our goal is to create a racing experience reminiscent of F-Zero and Wipeout, with […]
Week 48: Assignment 2 in Motion Capture
This came out later than originally planned, mainly due to an inconvenient accident involving my shoulder becoming dislocated. Anyway! This week has mainly focused on creating our own Motion Capture shoot, with me taking on the part of the actor. It has been an unusual experience to say the least, giving me new insights on such professions and difficulties with implementing them to fairly recent technology.
For this assignment we utilised Passive Optical Motion Capture to record the animation, where the […]
Week 48: Assignment 2 in Motion Capture
This came out later than originally planned, mainly due to an inconvenient accident involving my shoulder becoming dislocated. Anyway! This week has mainly focused on creating our own Motion Capture shoot, with me taking on the part of the actor. It has been an unusual experience to say the least, giving me new insights on such professions and difficulties with implementing them to fairly recent technology.
For this assignment we utilised Passive Optical Motion Capture to record the animation, where the […]
Week 46: Motion Capture for Games
Another week, another course. This will be my first reflective assignment regarding the usage of motion capture within interactive media, though not necessarily always for its benefit.
I have chosen to look into how the Total War series, Shogun 2 in particular, has utilised this technology and the reasons for doing so. With Shogun 2 this concept has been taken to colossal scales. It’s both a franchise and a setting that I adore but have also noticed shortcomings in. A reflective […]
Week 46: Motion Capture for Games
Another week, another course. This will be my first reflective assignment regarding the usage of motion capture within interactive media, though not necessarily always for its benefit.
I have chosen to look into how the Total War series, Shogun 2 in particular, has utilised this technology and the reasons for doing so. With Shogun 2 this concept has been taken to colossal scales. It’s both a franchise and a setting that I adore but have also noticed shortcomings in. A reflective […]
Week 46: Motion Capture for Games
Another week, another course. This will be my first reflective assignment regarding the usage of motion capture within interactive media, though not necessarily always for its benefit.
I have chosen to look into how the Total War series, Shogun 2 in particular, has utilised this technology and the reasons for doing so. With Shogun 2 this concept has been taken to colossal scales. It’s both a franchise and a setting that I adore but have also noticed shortcomings in. A reflective […]
Week 46: Motion Capture for Games
Another week, another course. This will be my first reflective assignment regarding the usage of motion capture within interactive media, though not necessarily always for its benefit.
I have chosen to look into how the Total War series, Shogun 2 in particular, has utilised this technology and the reasons for doing so. With Shogun 2 this concept has been taken to colossal scales. It’s both a franchise and a setting that I adore but have also noticed shortcomings in. A reflective […]
Week 44: Assignment 3 UV and Texturing
This report has been delayed longer than I’m comfortable with. Here are the textures for my first 3D character model.
Displayed in UDK
Texture Set
Diffuse
Specular
Normal
UV Checker and Layout
While I am pleased with the fact that I could construct a humanoid model within the designated polygon budget (3000 triangles), the texturing is something more time could have been spent on. The […]
Week 44: Assignment 3 UV and Texturing
This report has been delayed longer than I’m comfortable with. Here are the textures for my first 3D character model.
Displayed in UDK
Texture Set
Diffuse
Specular
Normal
UV Checker and Layout
While I am pleased with the fact that I could construct a humanoid model within the designated polygon budget (3000 triangles), the texturing is something more time could have been spent on. The […]
Week 44: Assignment 3 UV and Texturing
This report has been delayed longer than I’m comfortable with. Here are the textures for my first 3D character model.
Displayed in UDK
Texture Set
Diffuse
Specular
Normal
UV Checker and Layout
While I am pleased with the fact that I could construct a humanoid model within the designated polygon budget (3000 triangles), the texturing is something more time could have been spent on. The […]
Week 44: Assignment 3 UV and Texturing
This report has been delayed longer than I’m comfortable with. Here are the textures for my first 3D character model.
Displayed in UDK
Texture Set
Diffuse
Specular
Normal
UV Checker and Layout
While I am pleased with the fact that I could construct a humanoid model within the designated polygon budget (3000 triangles), the texturing is something more time could have been spent on. The […]