Author Archives: Charlotte Eliasson
BGP week 6 – Animation updates
This week doesn’t have a lot of very visually interesting updates. Mostly I just spent it working on the animations – small fixes as usual, like an animation not playing as it should, or adjustments to the timing. I also made a fair few new ones, such as animations for a couple of different landings, and just generally updating the current ones to be more fluid and engaging.
Since at this point we have pretty much all the animations we need, […]
BGP week 6 – Animation updates
This week doesn’t have a lot of very visually interesting updates. Mostly I just spent it working on the animations – small fixes as usual, like an animation not playing as it should, or adjustments to the timing. I also made a fair few new ones, such as animations for a couple of different landings, and just generally updating the current ones to be more fluid and engaging.
Since at this point we have pretty much all the animations we need, […]
BGP Week 5 – Rocks
I came down with a cold this week. Fever, headache, the works, that took most of the weekdays to get through. What I did manage to get done was a few meshes for rocks to be used to add to the environment and in some cases as a part of the gameplay, where they can be moved.
I made a few models each in two different types of rocks – one a rounded, softer looking type meant to be more colourful, […]
BGP Week 5 – Rocks
I came down with a cold this week. Fever, headache, the works, that took most of the weekdays to get through. What I did manage to get done was a few meshes for rocks to be used to add to the environment and in some cases as a part of the gameplay, where they can be moved.
I made a few models each in two different types of rocks – one a rounded, softer looking type meant to be more colourful, […]
BGP week 4 – Albedos and assorted animation adjustments
This week was spent on a variety of different tasks that weren’t particularly connected to one another. I did a bit of texture work, tiling textures for the ground (which will be sand) as well as a couple of new animations for the player character. Other than that it was largely small fixes – implementing and adjusting the animations made the previous week, and fixing up the animation trees of the player character wherever needed.
BGP week 4 – Albedos and assorted animation adjustments
This week was spent on a variety of different tasks that weren’t particularly connected to one another. I did a bit of texture work, tiling textures for the ground (which will be sand) as well as a couple of new animations for the player character. Other than that it was largely small fixes – implementing and adjusting the animations made the previous week, and fixing up the animation trees of the player character wherever needed.
BGP week 2 – She moves now.
So week 1 was largely spent reading the chapter on animations in the Unity Manual, as well as checking out loads of online tutorials and guides, some of which were helpful, most of which wasn’t. Come week 2, I had a pretty good picture of how to proceed, as well as an animation script provided by helpful programmer Johannes.
So I started setting up an actual proper animation controller for our player character, Neiva, creating new and scrapping old animations as […]
BGP week 2 – She moves now.
So week 1 was largely spent reading the chapter on animations in the Unity Manual, as well as checking out loads of online tutorials and guides, some of which were helpful, most of which wasn’t. Come week 2, I had a pretty good picture of how to proceed, as well as an animation script provided by helpful programmer Johannes.
So I started setting up an actual proper animation controller for our player character, Neiva, creating new and scrapping old animations as […]
BGP Blog 1 – How does Unity handle animations, anyway?
Alright so, in the previous course, in which we were to model, texture and animate a 3D character, I got to do the animations. Now, this happens to be the same character we’re using for our Big Game Project – a little, like, lava stone kind of creature called Neiva. So I did some animations in Motionbuilder for that, six to be precise. That first week, I spent most of the time adjusting and cleaning them up for use in […]
BGP Blog 1 – How does Unity handle animations, anyway?
Alright so, in the previous course, in which we were to model, texture and animate a 3D character, I got to do the animations. Now, this happens to be the same character we’re using for our Big Game Project – a little, like, lava stone kind of creature called Neiva. So I did some animations in Motionbuilder for that, six to be precise. That first week, I spent most of the time adjusting and cleaning them up for use in […]
Space Dev 6 – Making friends
In an unusual sense of the phrase, as in this week (along with an assortment of random task nobody else had time to do) I made the sprite of the player thief’s friend and accomplice.
We’ve had some discussion along the road about what, in the setting, happens to the stuff the player steals. The concept doc wasn’t entirely clear on the matter, so eventually we settled for adding an additional character for the sole purpose of helping that make sense […]
Space Dev 6 – Making friends
In an unusual sense of the phrase, as in this week (along with an assortment of random task nobody else had time to do) I made the sprite of the player thief’s friend and accomplice.
We’ve had some discussion along the road about what, in the setting, happens to the stuff the player steals. The concept doc wasn’t entirely clear on the matter, so eventually we settled for adding an additional character for the sole purpose of helping that make sense […]
Space Dev 5(?) – Further Exploration of Common Household Objects
Alright kids, here it finally is: the Official Fancy Mansion Evironmental Artists’ Guide to Referencing. I suggest you guard this secret close to your heart, as it’ll prove vital to all your luxurious mansion drawing needs. This is an invaluable tool and I trust you’ll find yourself coming back to this guide time and time again for the entiriety of your career. But enough preamble, let’s get started.
First, you’ll have to decide what piece of furniture you’re drawing. Once you […]
Space Dev 5(?) – Further Exploration of Common Household Objects
Alright kids, here it finally is: the Official Fancy Mansion Evironmental Artists’ Guide to Referencing. I suggest you guard this secret close to your heart, as it’ll prove vital to all your luxurious mansion drawing needs. This is an invaluable tool and I trust you’ll find yourself coming back to this guide time and time again for the entiriety of your career. But enough preamble, let’s get started.
First, you’ll have to decide what piece of furniture you’re drawing. Once you […]
Space Shooter Dev. 4
This is undoubtedly the worst Thursday of the year. Thursdays have a tendency to be Slightly Worse than other days of the week in my opinion, by no fault of their own but because Friday brings deadlines early in the day. So Fridays are really at fault, but you feel the pain of the deadline on the day before it, so Thursday takes all the blame, and Fridays get credit for being the best day of the week. It’s unfair, […]
Space Shooter Dev. 4
This is undoubtedly the worst Thursday of the year. Thursdays have a tendency to be Slightly Worse than other days of the week in my opinion, by no fault of their own but because Friday brings deadlines early in the day. So Fridays are really at fault, but you feel the pain of the deadline on the day before it, so Thursday takes all the blame, and Fridays get credit for being the best day of the week. It’s unfair, […]
Space Shooter Dev. 3 – Pattern
I’m starting to think there are more than one Thursday in a week with how often it feels like I’m writing these. Reflection’s good for the soul though, and since I’ve been going on and on about walls for two weeks I think it’s time for another must-have in any household: floors. Exciting, isn’t it.
Now this being Fancy Mansion I’m on about, there have to be at least three different kinds of floor to produce three different kinds of sounds. […]
Space Shooter Dev. 3 – Pattern
I’m starting to think there are more than one Thursday in a week with how often it feels like I’m writing these. Reflection’s good for the soul though, and since I’ve been going on and on about walls for two weeks I think it’s time for another must-have in any household: floors. Exciting, isn’t it.
Now this being Fancy Mansion I’m on about, there have to be at least three different kinds of floor to produce three different kinds of sounds. […]
Space Shooter Development – Upper Floor Walls
New week, new blog post. Last Thursday I wrote about painting the walls in a basement level of a 2D topdown game, from a frankly bizarre perspective, as shown here
Confused by what’s going on in this picture? So were most people who have seen it, and, during this Monday’s playtesting, most people who played it were no more clear, even with the context of the rest of the level (floors, space to move in and so on).
So, that very […]
Space Shooter Development – Upper Floor Walls
New week, new blog post. Last Thursday I wrote about painting the walls in a basement level of a 2D topdown game, from a frankly bizarre perspective, as shown here
Confused by what’s going on in this picture? So were most people who have seen it, and, during this Monday’s playtesting, most people who played it were no more clear, even with the context of the rest of the level (floors, space to move in and so on).
So, that very […]
Space Shooter development – Basement walls
Heya, this’ll be a post about one artifact I’ve made for team 1’s space shooter, that is Fancy Mansion. The concept’s details a game where you play as a thief breaking into a luxurious mansion at night, in the darkness, when the owner of the house wakes up and sets off to hunt you down with a shotgun and a surprising amount of energy for such an old man.
Now, our version of the game starts you out in the basement. […]
Space Shooter development – Basement walls
Heya, this’ll be a post about one artifact I’ve made for team 1’s space shooter, that is Fancy Mansion. The concept’s details a game where you play as a thief breaking into a luxurious mansion at night, in the darkness, when the owner of the house wakes up and sets off to hunt you down with a shotgun and a surprising amount of energy for such an old man.
Now, our version of the game starts you out in the basement. […]
Photoshop dump
Painting, and hell, drawing in general is a funny thing. By all accounts I whine more about it than anything else. I get bored and lose interest in a piece or I become increasingly frustrated trying to finish it. Spend hours upon hours on something I wind up hating after a week.
So the fact that I inevitably keep starting up new pieces really says something about how satisfying it is to have finished creating something. Anyway, here’s some recent stuff […]
Photoshop dump
Painting, and hell, drawing in general is a funny thing. By all accounts I whine more about it than anything else. I get bored and lose interest in a piece or I become increasingly frustrated trying to finish it. Spend hours upon hours on something I wind up hating after a week.
So the fact that I inevitably keep starting up new pieces really says something about how satisfying it is to have finished creating something. Anyway, here’s some recent stuff […]