Author Archives: Björn Berndtsson

Week 41: Character Background


This is turning out to be an interesting week. Not only are we supposed to construct a character with a fully realized background, but also do a report on a second character’s references and visual style provided by a fellow student. The latter will be posted soon. For now, here’s the back story and setting of my own character Y’hrel. An adventurous Murloc!
 
Name
Y’hrel
Nickname
Dryskin, Air Dweller
Gender
Male
Age
Young Adult
Physical Characteristics
Not as shiny as his fellow kinsmen, due to his body having learned […]

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Program: Graphics

Week 41: Character Background


This is turning out to be an interesting week. Not only are we supposed to construct a character with a fully realized background, but also do a report on a second character’s references and visual style provided by a fellow student. The latter will be posted soon. For now, here’s the back story and setting of my own character Y’hrel. An adventurous Murloc!
 
Name
Y’hrel
Nickname
Dryskin, Air Dweller
Gender
Male
Age
Young Adult
Physical Characteristics
Not as shiny as his fellow kinsmen, due to his body having learned […]

/ Comments Off on Week 41: Character Background
Program: Graphics

Week 41: Character Background


This is turning out to be an interesting week. Not only are we supposed to construct a character with a fully realized background, but also do a report on a second character’s references and visual style provided by a fellow student. The latter will be posted soon. For now, here’s the back story and setting of my own character Y’hrel. An adventurous Murloc!
 
Name
Y’hrel
Nickname
Dryskin, Air Dweller
Gender
Male
Age
Young Adult
Physical Characteristics
Not as shiny as his fellow kinsmen, due to his body having learned […]

/ Comments Off on Week 41: Character Background
Program: Graphics

Week 41: Character Background


This is turning out to be an interesting week. Not only are we supposed to construct a character with a fully realized background, but also do a report on a second character’s references and visual style provided by a fellow student. The latter will be posted soon. For now, here’s the back story and setting of my own character Y’hrel. An adventurous Murloc!
 
Name
Y’hrel
Nickname
Dryskin, Air Dweller
Gender
Male
Age
Young Adult
Physical Characteristics
Not as shiny as his fellow kinsmen, due to his body having learned […]

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Program: Graphics

Assignment 2: Part 2

Hello! I’s been a busy week. I meant to post this much sooner, but I underestimated my efficiency. The modelling process itself  was completed easily enough, but mistakes made during optimization cost me dearly. I spent hours just trying to correct the errors that I had unwittingly saved without thoroughly checking if I had accidentally removed edges. Needless to say I’m a lot more paranoid now when selecting elements.
 
In overall it turned out rather well I’d […]

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Program: Graphics

Assignment 2: Part 2

Hello! I’s been a busy week. I meant to post this much sooner, but I underestimated my efficiency. The modelling process itself  was completed easily enough, but mistakes made during optimization cost me dearly. I spent hours just trying to correct the errors that I had unwittingly saved without thoroughly checking if I had accidentally removed edges. Needless to say I’m a lot more paranoid now when selecting elements.
 
In overall it turned out rather well I’d […]

/ Comments Off on Assignment 2: Part 2
Program: Graphics

Assignment 2: Part 2

Hello! I’s been a busy week. I meant to post this much sooner, but I underestimated my efficiency. The modelling process itself  was completed easily enough, but mistakes made during optimization cost me dearly. I spent hours just trying to correct the errors that I had unwittingly saved without thoroughly checking if I had accidentally removed edges. Needless to say I’m a lot more paranoid now when selecting elements.
 
In overall it turned out rather well I’d […]

/ Comments Off on Assignment 2: Part 2
Program: Graphics

Assignment 2: Part 2

Hello! I’s been a busy week. I meant to post this much sooner, but I underestimated my efficiency. The modelling process itself  was completed easily enough, but mistakes made during optimization cost me dearly. I spent hours just trying to correct the errors that I had unwittingly saved without thoroughly checking if I had accidentally removed edges. Needless to say I’m a lot more paranoid now when selecting elements.
 
In overall it turned out rather well I’d […]

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Program: Graphics

Week 40: Diffuse, Specular and Normal Mapping

This week has been very eventful, but by no means tedious. With an optimised crate model good to go I could proceed with applying texture to it. It seemed to be a daunting endeavour at first, with so many new terms and methods to learn from scratch. I couldn’t be more wrong as my work progressed. This was accomplished by three simple steps: making a Diffuse, Specular and at last a Normal map.
Diffuse

First I began with the Diffuse, which […]

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Program: Graphics

Week 40: Diffuse, Specular and Normal Mapping

This week has been very eventful, but by no means tedious. With an optimised crate model good to go I could proceed with applying texture to it. It seemed to be a daunting endeavour at first, with so many new terms and methods to learn from scratch. I couldn’t be more wrong as my work progressed. This was accomplished by three simple steps: making a Diffuse, Specular and at last a Normal map.
Diffuse

First I began with the Diffuse, which […]

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Program: Graphics

Week 39: Texturing and UDK

This week we’ve been working on texturing models and the procedures that prepares the model for it, as well as he importance of colour and tone. A time consuming process for the uninitiated, but I managed to pull through. While tricky to learn, it’s a process that’s usually easily mastered. Relatively.
I picked up my Urban-styled crate for various reasons. Firstly because I felt that it would provide an opportunity to see realistic, detailed surfaces applied on a 3-dimensional object while […]

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Program: Graphics

Week 39: Texturing and UDK

This week we’ve been working on texturing models and the procedures that prepares the model for it, as well as he importance of colour and tone. A time consuming process for the uninitiated, but I managed to pull through. While tricky to learn, it’s a process that’s usually easily mastered. Relatively.
I picked up my Urban-styled crate for various reasons. Firstly because I felt that it would provide an opportunity to see realistic, detailed surfaces applied on a 3-dimensional object while […]

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Program: Graphics

Last Night on Earth: The Zombie Game Analysis


This week my group has been playing through Last Night on Earth: The Zombie Game. A cooperative and competitive experience where one player controls the walking dead and the others attempt to complete their objectives as survivors while staying alive. Random factors contributes to the outcome, both for good and ill, in the form of card decks (Hero and Zombie decks respectively).
Strengths and Weaknesses
The game’s strengths is mainly seen in the character cards along with the respective hero and […]

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Program: Graphics

Last Night on Earth: The Zombie Game Analysis


This week my group has been playing through Last Night on Earth: The Zombie Game. A cooperative and competitive experience where one player controls the walking dead and the others attempt to complete their objectives as survivors while staying alive. Random factors contributes to the outcome, both for good and ill, in the form of card decks (Hero and Zombie decks respectively).
Strengths and Weaknesses
The game’s strengths is mainly seen in the character cards along with the respective hero and […]

/ Comments Off on Last Night on Earth: The Zombie Game Analysis
Program: Graphics

Week 38: Optimising Edge Flow

This week we have been focusing on optimising our models, working together in groups and cleaning up each other’s objects. It’s a step easily overlooked at times, but certainly among the most important. Despite living in a time of unprecedented information storage it still has its limits. And not everyone can afford the cutting edge. Without optimisation you’d exclude a large potential player base simply because you didn’t bother making models in your game less information-packed with polygons.
Science Fiction Crate […]

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Program: Graphics

Week 38: Optimising Edge Flow

This week we have been focusing on optimising our models, working together in groups and cleaning up each other’s objects. It’s a step easily overlooked at times, but certainly among the most important. Despite living in a time of unprecedented information storage it still has its limits. And not everyone can afford the cutting edge. Without optimisation you’d exclude a large potential player base simply because you didn’t bother making models in your game less information-packed with polygons.
Science Fiction Crate […]

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Program: Graphics

Assignment 2, Part 1: Item of Choice

My item of choice from Gotland’s museum:

The reason why I chose this item is because, frankly, I’m a big nerd for axes. It’s a tool and weapon of war that tells us so much about the people who used them through the centuries. From the Saxons, the Franks to the Norsemen of the Scandinavian Peninsula and beyond this was the most popular weapon on the battlefield throughout Europe. To understand why you must understand how it worked. It was […]

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Program: Graphics

Assignment 2, Part 1: Item of Choice

My item of choice from Gotland’s museum:

The reason why I chose this item is because, frankly, I’m a big nerd for axes. It’s a tool and weapon of war that tells us so much about the people who used them through the centuries. From the Saxons, the Franks to the Norsemen of the Scandinavian Peninsula and beyond this was the most popular weapon on the battlefield throughout Europe. To understand why you must understand how it worked. It was […]

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Program: Graphics

Week 37: Visual Styles in Games and Creating Simple 3D Game Assets

This week we’ve been through the menus and tools in 3DS Max to a greater extent, to then apply what we’ve learned onto various objects that we make. Namely crates. Having several themes to choose from, I made an attempt to create objects from an Urban, Cartoon and Sci-Fi setting. Not just because they were the easiest to distinguish between, but also because they would enable me to experiment a lot more with shapes in very distinct ways.
 
Urban

Characteristics:

Cheap
Lack of […]

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Program: Graphics

Week 37: Visual Styles in Games and Creating Simple 3D Game Assets

This week we’ve been through the menus and tools in 3DS Max to a greater extent, to then apply what we’ve learned onto various objects that we make. Namely crates. Having several themes to choose from, I made an attempt to create objects from an Urban, Cartoon and Sci-Fi setting. Not just because they were the easiest to distinguish between, but also because they would enable me to experiment a lot more with shapes in very distinct ways.
 
Urban

Characteristics:

Cheap
Lack of […]

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Program: Graphics

Game of Thrones: The Board Game Analysis


Game of Thrones: The Boardgame is a strategic, resource-centric experience similar to Risk, but with several elements added to it. You take control over one of the major factions in the setting as you attempt to claim as much power as you dare – through settling or force. While doing this you must also compete with other players in terms of politics, military and subterfuge. This analysis will focus on the game’s strengths and shortcomings, the general overlay and […]

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Program: Graphics

Game of Thrones: The Board Game Analysis


Game of Thrones: The Boardgame is a strategic, resource-centric experience similar to Risk, but with several elements added to it. You take control over one of the major factions in the setting as you attempt to claim as much power as you dare – through settling or force. While doing this you must also compete with other players in terms of politics, military and subterfuge. This analysis will focus on the game’s strengths and shortcomings, the general overlay and […]

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Program: Graphics

Week 36: Principles of Art Applied to 3D Games and Intro to 3D

Hello! It’s a new year and I’ve got a new course to dig into. It’s time to put this blog back into active service, this time it’ll stay that way. I promise!
This week has been quite eventful, with a focus on image composition and our first try at using the 3DS Max software.
So, to start off: Image Composition!

Geometrical, diagonal and low-key. This picture provides a sense of high tension and danger by using the lines to convey that something […]

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Program: Graphics

Week 36: Principles of Art Applied to 3D Games and Intro to 3D

Hello! It’s a new year and I’ve got a new course to dig into. It’s time to put this blog back into active service, this time it’ll stay that way. I promise!
This week has been quite eventful, with a focus on image composition and our first try at using the 3DS Max software.
So, to start off: Image Composition!

Geometrical, diagonal and low-key. This picture provides a sense of high tension and danger by using the lines to convey that something […]

/ Comments Off on Week 36: Principles of Art Applied to 3D Games and Intro to 3D
Program: Graphics