Author Archives: Charlie Claesson
Last week
Last week didn’t offer much to work on the 3D area of the game, as most of the assets that is needed for the game has been done. However the game was still missing certain effects that would be needed in order to make the player get the aesthetic feel we want them to feel.
For the water room, i created a waterfall that would simple just show a flow of water that hits a surface and water drops scatter. The cascade […]
Last week
Last week didn’t offer much to work on the 3D area of the game, as most of the assets that is needed for the game has been done. However the game was still missing certain effects that would be needed in order to make the player get the aesthetic feel we want them to feel.
For the water room, i created a waterfall that would simple just show a flow of water that hits a surface and water drops scatter. The cascade […]
Last week
Last week didn’t offer much to work on the 3D area of the game, as most of the assets that is needed for the game has been done. However the game was still missing certain effects that would be needed in order to make the player get the aesthetic feel we want them to feel.
For the water room, i created a waterfall that would simple just show a flow of water that hits a surface and water drops scatter. The cascade […]
Last week
Last week didn’t offer much to work on the 3D area of the game, as most of the assets that is needed for the game has been done. However the game was still missing certain effects that would be needed in order to make the player get the aesthetic feel we want them to feel.
For the water room, i created a waterfall that would simple just show a flow of water that hits a surface and water drops scatter. The cascade […]
Week 6
During this week, i did not focus much of my time and attention on the graphical aspect of the game, as most of the game’s assets was already finished or in progress. Instead most of my time was spend on producer work, going through what we have left to do and plan ahead towards GGC, as we have only 12 work days to go once this week is finished.
I do find that being a producer has is up and downs, […]
Week 6
During this week, i did not focus much of my time and attention on the graphical aspect of the game, as most of the game’s assets was already finished or in progress. Instead most of my time was spend on producer work, going through what we have left to do and plan ahead towards GGC, as we have only 12 work days to go once this week is finished.
I do find that being a producer has is up and downs, […]
Week 6
During this week, i did not focus much of my time and attention on the graphical aspect of the game, as most of the game’s assets was already finished or in progress. Instead most of my time was spend on producer work, going through what we have left to do and plan ahead towards GGC, as we have only 12 work days to go once this week is finished.
I do find that being a producer has is up and downs, […]
Week 6
During this week, i did not focus much of my time and attention on the graphical aspect of the game, as most of the game’s assets was already finished or in progress. Instead most of my time was spend on producer work, going through what we have left to do and plan ahead towards GGC, as we have only 12 work days to go once this week is finished.
I do find that being a producer has is up and downs, […]
Week 5
Most of this week has been to plan towards the open Alpha testing on friday. What graphical assets the game need in order to give the player feedback and directions.
I tasked myself early during the weekto design the core lightning of the game, step by step progressing towards the aesthetic feeling of enclosed environment with fire as the main source of light. The torches had to go through several design processes and iteration until they became final. They began as […]
Week 5
Most of this week has been to plan towards the open Alpha testing on friday. What graphical assets the game need in order to give the player feedback and directions.
I tasked myself early during the weekto design the core lightning of the game, step by step progressing towards the aesthetic feeling of enclosed environment with fire as the main source of light. The torches had to go through several design processes and iteration until they became final. They began as […]
Week 5
Most of this week has been to plan towards the open Alpha testing on friday. What graphical assets the game need in order to give the player feedback and directions.
I tasked myself early during the week to design the core lightning of the game, step by step progressing towards the aesthetic feeling of enclosed environment with fire as the main source of light. The torches had to go through several design processes and iteration until they became final. They began […]
Week 5
Most of this week has been to plan towards the open Alpha testing on friday. What graphical assets the game need in order to give the player feedback and directions.
I tasked myself early during the week to design the core lightning of the game, step by step progressing towards the aesthetic feeling of enclosed environment with fire as the main source of light. The torches had to go through several design processes and iteration until they became final. They began […]
Week 4
This week has been interesting and slightly frustrating. I had to start prioritize the graphical assets so we could start getting the important assents into our game.
We got some feedback on our graphical assets, primarly the mirrors used in our game: They needed a redesign. The static and dynamic mirror looked so alike, that the player couldn’t distinguish them apart, which caused some confusion according to our testers. I took the task to redesign the static mirror, as well the […]
Week 4
This week has been interesting and slightly frustrating. I had to start prioritize the graphical assets so we could start getting the important assents into our game.
We got some feedback on our graphical assets, primarly the mirrors used in our game: They needed a redesign. The static and dynamic mirror looked so alike, that the player couldn’t distinguish them apart, which caused some confusion according to our testers. I took the task to redesign the static mirror, as well the […]
Week 4
This week has been interesting and slightly frustrating. I had to start prioritize the graphical assets so we could start getting the important assents into our game.
We got some feedback on our graphical assets, primarly the mirrors used in our game: They needed a redesign. The static and dynamic mirror looked so alike, that the player couldn’t distinguish them apart, which caused some confusion according to our testers. I took the task to redesign the static mirror, as well the […]
Week 4
This week has been interesting and slightly frustrating. I had to start prioritize the graphical assets so we could start getting the important assents into our game.
We got some feedback on our graphical assets, primarly the mirrors used in our game: They needed a redesign. The static and dynamic mirror looked so alike, that the player couldn’t distinguish them apart, which caused some confusion according to our testers. I took the task to redesign the static mirror, as well the […]
Temple of Light
Temple of light, a first person puzzle game where the player use mirrors to direct light in order to finish the puzzles.
I, Charlie Claesson is the producer of Parhelion Entertainment, the group behind Temple of Light. I’m primarly a 3D artist as well, creating assets for the game when i have the time. Here’s a summary of the current 3 weeks that have past.
Week 1
Project start
I started to quickly create and design a SCRUM to use for our game development […]
Temple of Light
Temple of light, a first person puzzle game where the player use mirrors to direct light in order to finish the puzzles.
I, Charlie Claesson is the producer of Parhelion Entertainment, the group behind Temple of Light. I’m primarly a 3D artist as well, creating assets for the game when i have the time. Here’s a summary of the current 3 weeks that have past.
Week 1
Project start
I started to quickly create and design a SCRUM to use for our game development […]
Temple of Light
Temple of light, a first person puzzle game where the player use mirrors to direct light in order to finish the puzzles.
I, Charlie Claesson is the producer of Parhelion Entertainment, the group behind Temple of Light. I’m primarly a 3D artist as well, creating assets for the game when i have the time. Here’s a summary of the current 3 weeks that have past.
Week 1
Project start
I started to quickly create and design a SCRUM to use for our game development […]
Temple of Light
Temple of light, a first person puzzle game where the player use mirrors to direct light in order to finish the puzzles.
I, Charlie Claesson is the producer of Parhelion Entertainment, the group behind Temple of Light. I’m primarly a 3D artist as well, creating assets for the game when i have the time. Here’s a summary of the current 3 weeks that have past.
Week 1
Project start
I started to quickly create and design a SCRUM to use for our game development […]