Author Archives: Ellen Mellåker

About Ellen Mellåker

2014  Graphics

Raft: Survival

We finally have a working title for our game! Raft: Survival
Because of our late start, we decided to produce as much basic content as possible. This means our game world is currently filled with objects without textures and in some extent, GUI placeholder art. We have focused on having models and art for all the existing features, so that anyone who plays the game will get a complete and coherent experience of what we have. In addition to models and […]

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Program: Graphics

Raft: Survival

We finally have a working title for our game! Raft: Survival
Because of our late start, we decided to produce as much basic content as possible. This means our game world is currently filled with objects without textures and in some extent, GUI placeholder art. We have focused on having models and art for all the existing features, so that anyone who plays the game will get a complete and coherent experience of what we have. In addition to models and […]

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Program: Graphics

New Unnamed Concept

I, together with a small team of two artist (incl. me) and one programmer, have recently started the development of a new, yet unnamed concept for the university course Game Design in Practice. Let’s call it ”Raft”.
The Concept
Raft is a harmless survival game with its focus on gathering. The player controls the arms (attached to a body) of a genderless person, stranded, alone, on a small raft in the middle of the vast ocean.  To your aid you have a rope […]

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Program: Graphics

New Unnamed Concept

I, together with a small team of two artist (incl. me) and one programmer, have recently started the development of a new, yet unnamed concept for the university course Game Design in Practice. Let’s call it ”Raft”.
The Concept
Raft is a harmless survival game with its focus on gathering. The player controls the arms (attached to a body) of a genderless person, stranded, alone, on a small raft in the middle of the vast ocean.  To your aid you have a rope […]

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Program: Graphics

Symbiosis DevDiary #7

Beta
The first half of this week went into having a respectable build to show at the beta play testing. Graphic and code wise everything went as we wanted, mostly. When the time came to actually make the build, we realised it took much longer time than expected. The first one took roughly four hours, which resulted in the beta being played directly from Unity. It went surprisingly well though, despise some bugs and lack of tutorial. We received useful and […]

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Program: Graphics

Symbiosis DevDiary #7

Beta
The first half of this week went into having a respectable build to show at the beta play testing. Graphic and code wise everything went as we wanted, mostly. When the time came to actually make the build, we realised it took much longer time than expected. The first one took roughly four hours, which resulted in the beta being played directly from Unity. It went surprisingly well though, despise some bugs and lack of tutorial. We received useful and […]

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Program: Graphics

Symbiosis DevDiary #6

Polish
The first week of polish has come to an end and even if it always feels like there is so much left to do, I believe we are in step with our goals. I have continued working with shaders and done some experiments in shader forge, even if it feels like most of it won’t make it into the game. Some of them just did not work out as planned, mainly because my lack of experience with the software.
Below is a […]

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Program: Graphics

Symbiosis DevDiary #6

Polish
The first week of polish has come to an end and even if it always feels like there is so much left to do, I believe we are in step with our goals. I have continued working with shaders and done some experiments in shader forge, even if it feels like most of it won’t make it into the game. Some of them just did not work out as planned, mainly because my lack of experience with the software.
Below is a […]

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Program: Graphics

Symbiosis DevDiary #5

The start of Symbiosis’s fifth week of development mark the end of my modelling tasks. After the light-mapping we decided upon not working any further with making new assets, but instead building the game with those we already had. This made me available for other tasks, which mainly consisted of creating shaders.
Shaders
Even though I bought the Unity plug-in Shader Forge a while back I have never worked with shaders before. What we knew we needed for the game at the […]

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Program: Graphics

Symbiosis DevDiary #5

The start of Symbiosis’s fifth week of development mark the end of my modelling tasks. After the light-mapping we decided upon not working any further with making new assets, but instead building the game with those we already had. This made me available for other tasks, which mainly consisted of creating shaders.
Shaders
Even though I bought the Unity plug-in Shader Forge a while back I have never worked with shaders before. What we knew we needed for the game at the […]

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Program: Graphics

Symbiosis DevDiary #4

Lightmapping
This week have almost exclusively consisted of lightmapping. It is not something I have had to much experience with and I was a bit unsure how to approach it. What I knew when I started was to keep all the unwraps as straight as possible and that no faces could overlap. I also knew that the last time I did some lightmapping the result was not all too satisfying. What I have learn though is the importance of keeping the seams straight. […]

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Program: Graphics

Symbiosis DevDiary #4

Lightmapping
This week have almost exclusively consisted of lightmapping. It is not something I have had to much experience with and I was a bit unsure how to approach it. What I knew when I started was to keep all the unwraps as straight as possible and that no faces could overlap. I also knew that the last time I did some lightmapping the result was not all too satisfying. What I have learn though is the importance of keeping the seams straight. […]

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Program: Graphics

Symbiosis DevDiary#3

Re-cap
This week have I continued with the environmental and decorative assets such as flowers, grass, vines and moss. The flowers are mostly for adding colour and diversity to the world in addition to the mushrooms. Some of these things will also work as cover-ups of the visible seams between tree trunks and their roots and branches since they are modelled and assembled separately. I have also tried to figure out stones…
Stones
Stones feels like they should be in the 3D Modelling […]

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Program: Graphics

Symbiosis DevDiary#3

Re-cap
This week have I continued with the environmental and decorative assets such as flowers, grass, vines and moss. The flowers are mostly for adding colour and diversity to the world in addition to the mushrooms. Some of these things will also work as cover-ups of the visible seams between tree trunks and their roots and branches since they are modelled and assembled separately. I have also tried to figure out stones…
Stones
Stones feels like they should be in the 3D Modelling […]

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Program: Graphics

Symbiosis DevDiary #2

UW-mapping
As it is one of my tasks to generate the majority of the UW maps it has occupied me almost the entire week. Since the first week consisted mainly of spitting out assets for our level designer to work with we could finally start focusing on UW-mapping and texturing.
Since the game world in Symbiosis is a forest full of crazy trees, mushrooms and flowers, all models are very organic. Strange shapes and details are common and even t
hough it follows […]

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Program: Graphics

Symbiosis DevDiary #2

UW-mapping
As it is one of my tasks to generate the majority of the UW maps it has occupied me almost the entire week. Since the first week consisted mainly of spitting out assets for our level designer to work with we could finally start focusing on UW-mapping and texturing.
Since the game world in Symbiosis is a forest full of crazy trees, mushrooms and flowers, all models are very organic. Strange shapes and details are common and even t
hough it follows […]

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Program: Graphics

Symbiosis DevDiary #1

The final course of the second year is finally here, Big Game Project, or BGP for short. I am working on the game Symbiosis, which I joined the week before production started. The concept had been worked on by the founding members of the team since around Christmas.
About Symbiosis
Symbiosis is a 2.5D single player co-op sidescroller. The player controls the spirits Lumi (spirit of fire and air) and Terra (spirit of water and earth) with one hand-controller. They are on […]

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Program: Graphics

Symbiosis DevDiary #1

The final course of the second year is finally here, Big Game Project, or BGP for short. I am working on the game Symbiosis, which I joined the week before production started. The concept had been worked on by the founding members of the team since around Christmas.
About Symbiosis
Symbiosis is a 2.5D single player co-op sidescroller. The player controls the spirits Lumi (spirit of fire and air) and Terra (spirit of water and earth) with one hand-controller. They are on […]

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Program: Graphics

Blogpost VI – Fancy Mansion

The Story of the Beginning of the HUD and the GUI
In almost one week this course and my biggest project here is ending and I and my group still has lot of assets to work on. It has been fun thou and even if there has been stress it has been worth it!
So this week I have been working on giving our game a nice looking HUD and GUI. In the beginning of the project we came up with the […]

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Program: Graphics

Blogpost VI – Fancy Mansion

The Story of the Beginning of the HUD and the GUI
In almost one week this course and my biggest project here is ending and I and my group still has lot of assets to work on. It has been fun thou and even if there has been stress it has been worth it!
So this week I have been working on giving our game a nice looking HUD and GUI. In the beginning of the project we came up with the […]

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Program: Graphics

Blogpost V – Fancy Mansion

This week on implementing items with the avatar animations.
My task this week has been to implement all the stealable items with the protagonist avatar animations. This week was a bit different since we have the Beta presentation in Friday and our sprint plan stretches through the weekend. This meant I had to prioritize what artefacts to do first in order to maybe implement them in the game in time for the presentation. My tactic thou were to first implement the […]

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Program: Graphics

Blogpost V – Fancy Mansion

This week on implementing items with the avatar animations.
My task this week has been to implement all the stealable items with the protagonist avatar animations. This week was a bit different since we have the Beta presentation in Friday and our sprint plan stretches through the weekend. This meant I had to prioritize what artefacts to do first in order to maybe implement them in the game in time for the presentation. My tactic thou were to first implement the […]

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Program: Graphics

Blogpost IV – Fancy Mansion

This week on animating the equipped armor
Last week I only animated the sideways walk cycles for the armor worn by the player. The task want better than I had expected and did not take as many hours as anticipated. Because of that I decided to make both the front and the back animation. At first, the only actual knowledge I had of making these kinds of walk cycles were that the legs had to be smaller when further away and […]

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Program: Graphics

Blogpost IV – Fancy Mansion

This week on animating the equipped armor
Last week I only animated the sideways walk cycles for the armor worn by the player. The task want better than I had expected and did not take as many hours as anticipated. Because of that I decided to make both the front and the back animation. At first, the only actual knowledge I had of making these kinds of walk cycles were that the legs had to be smaller when further away and […]

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Program: Graphics