Author Archives: Emma Fredriksson
Big Game: Week 8
During the last week of the Big Game course, mostly small fixes was on the list. Stuff like;
text for the tutorial in-game,
as well as text for the menus.
Props for the final scene also had to modeled and textured, like the altar which can be seen in the print screen above. It was modeled in 3DS Max, as usual, and the textures were created in Substance Painter.
An example of the small props that I also created for this week was the lantern, […]
Big Game: Week 8
During the last week of the Big Game course, mostly small fixes was on the list. Stuff like;
text for the tutorial in-game,
as well as text for the menus.
Props for the final scene also had to modeled and textured, like the altar which can be seen in the print screen above. It was modeled in 3DS Max, as usual, and the textures were created in Substance Painter.
An example of the small props that I also created for this week was the lantern, […]
Big Game: Week 7
Nearing the end, it’s just small stuff left to be done. I’ve been playing around a bit with particle effects, started working on UI and menu in-game as well as finishing some more decorative assets. Here’s a few examples of what I’ve been up to this week;
Butterfly that will fly around in the background, as well as on the path where they will fly away if triggered.
A crosshair for the projectile, which is animated in-game.
Icon for life, which also is […]
Big Game: Week 7
Nearing the end, it’s just small stuff left to be done. I’ve been playing around a bit with particle effects, started working on UI and menu in-game as well as finishing some more decorative assets. Here’s a few examples of what I’ve been up to this week;
Butterfly that will fly around in the background, as well as on the path where they will fly away if triggered.
A crosshair for the projectile, which is animated in-game.
Icon for life, which also is […]
Big Game: Week 6
During this week, we started focusing on getting the vegetation included in the environment. To create all the trees, bushes and grass; we used SpeedTree. It’s a super useful program when you want to create trees and such very quickly. My job was to create all the textures needed, while another artist in the group created the actual objects in SpeedTree.
Here’s how it turned out:
And here’s the textures:
Also finished up […]
Big Game: Week 6
During this week, we started focusing on getting the vegetation included in the environment. To create all the trees, bushes and grass; we used SpeedTree. It’s a super useful program when you want to create trees and such very quickly. My job was to create all the textures needed, while another artist in the group created the actual objects in SpeedTree.
Here’s how it turned out:
And here’s the textures:
Also finished up […]
Big Game: Week 5
Since I finished all the character labeled assets last week, I started pitching in with the environmental art. Started out with doing some different kinds of textures for the houses, which turned out like this;
They are all created in several different layers so you can easily change the color to whatever you want, for example;
The messy stones will act as the ”standard” wall, while the other two will act as decoration on the walls. Like […]
Big Game: Week 5
Since I finished all the character labeled assets last week, I started pitching in with the environmental art. Started out with doing some different kinds of textures for the houses, which turned out like this;
They are all created in several different layers so you can easily change the color to whatever you want, for example;
The messy stones will act as the ”standard” wall, while the other two will act as decoration on the walls. Like […]
Big Game: Week 4
Week four and halfway through, I managed to finish all the final meshes, UVW maps and textures for all enemies, traps and some random objects which will be included.
Here’s the final results of the traps:
Spiketrap, without normals or emissive to the left.
Bladetrap (with new design), with runes which will show the path the blade is taking. Might be changed later.
Push and pull traps, without emissive to the left. The purple one was changed […]
Big Game: Week 4
Week four and halfway through, I managed to finish all the final meshes, UVW maps and textures for all enemies, traps and some random objects which will be included.
Here’s the final results of the traps:
Spiketrap, without normals or emissive to the left.
Bladetrap (with new design), with runes which will show the path the blade is taking. Might be changed later.
Push and pull traps, without emissive to the left. The purple one was changed […]
Big Game: Week 3
During the third week of production, I started working with creating the final meshes for the enemies and traps, as well as creating the UVWs for all objects and work with the textures.
Started out with the ranged enemy, which turned out like this:
And here he is in Unity, with the emissive channel:
(Sorry for the bad lightning)
The enemies are supposed so be made out of clay, so I focused on orange and blue. Blue because of the contrasting color to Neiva, the main character, […]
Big Game: Week 3
During the third week of production, I started working with creating the final meshes for the enemies and traps, as well as creating the UVWs for all objects and work with the textures.
Started out with the ranged enemy, which turned out like this:
And here he is in Unity, with the emissive channel:
(Sorry for the bad lightning)
The enemies are supposed so be made out of clay, so I focused on orange and blue. Blue because of the contrasting color to Neiva, the main character, […]
Big Game: Week 2
For the second week, I started working on the base meshes of the enemies and traps. I also had to do some concept art, since we hadn’t completely decided what they should look like. I also put quite a lot of time into creating working prefabs for each mesh.
Here’s some concepts I did, which we decided to use:
Above is the flying enemy to the left and the shooting enemy to the right. The flying enemy won’t have a […]
Big Game: Week 2
For the second week, I started working on the base meshes of the enemies and traps. I also had to do some concept art, since we hadn’t completely decided what they should look like. I also put quite a lot of time into creating working prefabs for each mesh.
Here’s some concepts I did, which we decided to use:
Above is the flying enemy to the left and the shooting enemy to the right. The flying enemy won’t have a […]
Big Game: Week 1
During the first week of production, the main task was to create the player character of our game. Here’s the concept:
Modeling and creating a UVW of her head was a lot of pain and resulted in some difficulties with distortions when creating the textures, but I eventually ended up with with an acceptable result. Emissive glow would also be a big part of the character design, which meant I had to play around a bit in Unity to figure out how […]
Big Game: Week 1
During the first week of production, the main task was to create the player character of our game. Here’s the concept:
Modeling and creating a UVW of her head was a lot of pain and resulted in some difficulties with distortions when creating the textures, but I eventually ended up with with an acceptable result. Emissive glow would also be a big part of the character design, which meant I had to play around a bit in Unity to figure out how […]
Ambient Pressure: Power-ups with animation
For the final post during this course I decided to talk about the power-ups and their animation. Our game include three power-ups, which are as follows.
Light-up: Lights up the whole screen for 3 seconds, then flickers and goes back to dark again.
Repellent: This works almost like an invisibility spell, it’s simply a toxic waste that masks the smell of the diver which makes them basically invisible to the enemies for a short while. The diver will have a transparent dark purple color […]
Ambient Pressure: Power-ups with animation
For the final post during this course I decided to talk about the power-ups and their animation. Our game include three power-ups, which are as follows.
Light-up: Lights up the whole screen for 3 seconds, then flickers and goes back to dark again.
Repellent: This works almost like an invisibility spell, it’s simply a toxic waste that masks the smell of the diver which makes them basically invisible to the enemies for a short while. The diver will have a transparent dark purple color […]
Ambient Pressure: Level 4 Map
Closing in on the beta deadline, I’ve mostly been working with finishing all the different maps we want to implement in the game. This week it was level 4, which turned into this:
It might turn into level 3, though, says our level designer.
So, this is the second map I have made and after finishing this one I realized one thing; all the maps will look very similar to each other. It is a positive thing for me, since I […]
Ambient Pressure: Level 4 Map
Closing in on the beta deadline, I’ve mostly been working with finishing all the different maps we want to implement in the game. This week it was level 4, which turned into this:
It might turn into level 3, though, says our level designer.
So, this is the second map I have made and after finishing this one I realized one thing; all the maps will look very similar to each other. It is a positive thing for me, since I […]
Ambient Pressure: Level 2 Map
This week I have mostly been working on the design of the first map. Which later turned into level 2. This is the end result along with the level design I was given:
My assignment was to hand-draw the map, following the structure of the level design. We chose to do our levels this way because we felt it was important for the feeling of the game to have more detailed maps, instead of regular tiles. I designed the […]
Ambient Pressure: Level 2 Map
This week I have mostly been working on the design of the first map. Which later turned into level 2. This is the end result along with the level design I was given:
My assignment was to hand-draw the map, following the structure of the level design. We chose to do our levels this way because we felt it was important for the feeling of the game to have more detailed maps, instead of regular tiles. I designed the […]
Ambient Pressure: Swimming Animation, Diver
This week I’ll be talking about my process in the making of the main character’s animation.
First off, I did a very loose sketch of how the animation could look like, even before the base sprite was finished. This was to just feel if I could really pull off a swimming animation and to give myself some time to consider how to work with it. So, here is the first sketch which I worked from:
It only includes the basic, main […]
Ambient Pressure: Swimming Animation, Diver
This week I’ll be talking about my process in the making of the main character’s animation.
First off, I did a very loose sketch of how the animation could look like, even before the base sprite was finished. This was to just feel if I could really pull off a swimming animation and to give myself some time to consider how to work with it. So, here is the first sketch which I worked from:
It only includes the basic, main […]