Author Archives: Jari Melgén
BGP 2017 Fast Gear: Wrapping up
This project is nearing its end and the game is getting its last finishing touches in preparation for this years Gotland Game Conference happening at Sunday here at campus. This week I or rather, all three of us graphical artists in the team haven’t had much to do more than doing some polishing like filling out empty spots on at the side of the track environment. Other than that it’s more or less more for the programmers in our team to […]
BGP 2017 Fast Gear: Wrapping up
This project is nearing its end and the game is getting its last finishing touches in preparation for this years Gotland Game Conference happening at Sunday here at campus. This week I or rather, all three of us graphical artists in the team haven’t had much to do more than doing some polishing like filling out empty spots on at the side of the track environment. Other than that it’s more or less more for the programmers in our team to […]
BGP 2017 Fast Gear: Trailer
Since pretty much all of the environment and lighting/post processing had been done (except for polishing and tweaking) I could start edit together a trailer we needed of the game. This is both for our application to this years Swedish Game Awards as well as for Gotland Game Conference 2017 (GGC2017) coming up this weekend.
A couple of weeks back we started planning different shots we wanted to include as well as what kind of music and potential sound effects we wanted to use. […]
BGP 2017 Fast Gear: Trailer
Since pretty much all of the environment and lighting/post processing had been done (except for polishing and tweaking) I could start edit together a trailer we needed of the game. This is both for our application to this years Swedish Game Awards as well as for Gotland Game Conference 2017 (GGC2017) coming up this weekend.
A couple of weeks back we started planning different shots we wanted to include as well as what kind of music and potential sound effects we wanted to use. […]
BGP 2017 Fast Gear: Lighting and Post Processing.
As of now, we’re finished with making the assets and the track is more or less done. All that’s left is to basically polish it up a bit, add some details or additional props just for the sake of ”filling it out” a bit. However this will be left for later for when we’ve got the time for it since the track could already be considered done. We’ve also had our Beta testing this week which went ok. Mostly because […]
BGP 2017 Fast Gear: Lighting and Post Processing.
As of now, we’re finished with making the assets and the track is more or less done. All that’s left is to basically polish it up a bit, add some details or additional props just for the sake of ”filling it out” a bit. However this will be left for later for when we’ve got the time for it since the track could already be considered done. We’ve also had our Beta testing this week which went ok. Mostly because […]
BGP 2017 Fast Gear: Environment
Since a couple of weeks now while I’ve been busy with making the cars, Lucas, another graphical artist in my group, has been working on making most of the assets for the environment such as houses, trees as well as the racetrack itself. Since the beginning of this week, after I’ve done all of the cars we’re going to use for now (as well as a few other environmental assets), I’ve begun to put everything together as well as improving the lighting […]
BGP 2017 Fast Gear: Environment
Since a couple of weeks now while I’ve been busy with making the cars, Lucas, another graphical artist in my group, has been working on making most of the assets for the environment such as houses, trees as well as the racetrack itself. Since the beginning of this week, after I’ve done all of the cars we’re going to use for now (as well as a few other environmental assets), I’ve begun to put everything together as well as improving the lighting […]
BGP 2017 Fast Gear: Cars
This week will be our sixth working on our Big Game Project. Last week we also had our alpha deadline and testing which went pretty well, we got some useful feedback and the teachers who tried it out seemed to like it even with our current issues and minor tiny little gamebreaking bugs.
As I mentioned in my previous post, I’ve been tasked to design and make the cars for our game and that is practically what I’ve been doing since the […]
BGP 2017 Fast Gear: Cars
This week will be our sixth working on our Big Game Project. Last week we also had our alpha deadline and testing which went pretty well, we got some useful feedback and the teachers who tried it out seemed to like it even with our current issues and minor tiny little gamebreaking bugs.
As I mentioned in my previous post, I’ve been tasked to design and make the cars for our game and that is practically what I’ve been doing since the […]
Big Game Project (BGP) 2017
Since a couple of weeks ago now I began the last course of my second year of Game design and Graphics here at Uppsala University – Campus Gotland and is one of the larger courses throughout the whole programme. It’s called Big Game Project and as the name suggest we are going to be working on a game in teams until the end of this semester.
The game me and my team has been working on is called Fast Gear which is, […]
Big Game Project (BGP) 2017
Since a couple of weeks ago now I began the last course of my second year of Game design and Graphics here at Uppsala University – Campus Gotland and is one of the larger courses throughout the whole programme. It’s called Big Game Project and as the name suggest we are going to be working on a game in teams until the end of this semester.
The game me and my team has been working on is called Fast Gear which is, […]
Game development week 6 – Final
This project is almost finally at its end. Tomorrow we are supposed to have finished all the assets as well as implementing them. The game should be done. So this week I have mostly been doing touchups and fixes on several existing assets and because of this I have not done anything new or interesting so I might as well write about something I made in a previous week just for the sake of having somewhat better content.
In the early […]
Game development week 6 – Final
This project is almost finally at its end. Tomorrow we are supposed to have finished all the assets as well as implementing them. The game should be done. So this week I have mostly been doing touchups and fixes on several existing assets and because of this I have not done anything new or interesting so I might as well write about something I made in a previous week just for the sake of having somewhat better content.
In the early […]
Game development week 5 – Menus
This week I have been doing some less time consuming things such as the different menu screens we are gonna have in our game. It actually felt kind of good with a change of pace for once because this time I did not have to animate anything which is basically the only thing I have been doing these past few weeks apart from making the tiles and maps. It does get a bit tedious doing the same kind of things without […]
Game development week 5 – Menus
This week I have been doing some less time consuming things such as the different menu screens we are gonna have in our game. It actually felt kind of good with a change of pace for once because this time I did not have to animate anything which is basically the only thing I have been doing these past few weeks apart from making the tiles and maps. It does get a bit tedious doing the same kind of things without […]
Game development week 4 – Power-ups
Although there is still a couple of animations left to do for the main character I thought that I might as well switch it up a bit and include some other types of assets for this week, just for the sake of variation. So among other things, I have been working on the sprites and animations for the different power-up pickups we have got in our game which are:
Power-shot (Red) – Arrow continues through the enemy and can hit other enemies.
Rain of […]
Game development week 4 – Power-ups
Although there is still a couple of animations left to do for the main character I thought that I might as well switch it up a bit and include some other types of assets for this week, just for the sake of variation. So among other things, I have been working on the sprites and animations for the different power-up pickups we have got in our game which are:
Power-shot (Red) – Arrow continues through the enemy and can hit other enemies.
Rain of […]
Game development week 3 – More Sprites
This week I have gone back to making sprite animations. One of which was the damage animation for our main character so it wouldn’t look so stale when an enemy would hit it or took damage in some other way. However this time, I chose to work in Aseprite since it has worked better than Photoshop since I first started using it. Naturally, the first thing I did was to figure out how the character would look like when taking damage. […]
Game development week 3 – More Sprites
This week I have gone back to making sprite animations. One of which was the damage animation for our main character so it wouldn’t look so stale when an enemy would hit it or took damage in some other way. However this time, I chose to work in Aseprite since it has worked better than Photoshop since I first started using it. Naturally, the first thing I did was to figure out how the character would look like when taking damage. […]
Game development week 2 – Tiles
Every game needs a map or at least some sort of background since otherwise the game would risk becoming boring or confusing. So that’s exactly what I’ve been up to this week. I’ve been creating maptiles for our game. We already decided the the game was gonna be in 1024×768 so that the game could be playable in fullscreen on 1920×1080 screens without having any black borders. Instead of working in Photoshop this time I decided I might as well try Aseprite, […]
Game development week 2 – Tiles
Every game needs a map or at least some sort of background since otherwise the game would risk becoming boring or confusing. So that’s exactly what I’ve been up to this week. I’ve been creating maptiles for our game. We already decided the the game was gonna be in 1024×768 so that the game could be playable in fullscreen on 1920×1080 screens without having any black borders. Instead of working in Photoshop this time I decided I might as well try Aseprite, […]
Game development week 1 – Sprites
This week I’ve only been trying to get into the whole pixel art thing again since we decided that that would be the style for our game. I have some experience in making pixel art and sprites from way earlier although not much. Before we could really start making any assets we had to decide what size everything was gonna be so we could keep it consistent. After we discussed and planned the various sizes of different assets I could start […]
Game development week 1 – Sprites
This week I’ve only been trying to get into the whole pixel art thing again since we decided that that would be the style for our game. I have some experience in making pixel art and sprites from way earlier although not much. Before we could really start making any assets we had to decide what size everything was gonna be so we could keep it consistent. After we discussed and planned the various sizes of different assets I could start […]