Author Archives: Joakim Mäklin

BGP week 8

Week 8
Putting together the last props, tweaking lighting and post process in all levels.
Banner:
The idea behind the banner was to give an Indiana jones feel to the banner, by having the main/player character walk towards the temple. Giving to give the player an urge to explore.

I made this using one layer except the layer with the color.

 
Useful keyboard shortcuts:
Space: to grab and move around the canvas when zoomed in.
Tab: to hide the UI
Alt: color picker

The cave entrance […]

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Program: Graphics

BGP week 8

Week 8
Putting together the last props, tweaking lighting and post process in all levels.
Banner:
The idea behind the banner was to give an Indiana jones feel to the banner, by having the main/player character walk towards the temple. Giving to give the player an urge to explore.

I made this using one layer except the layer with the color.

 
Useful keyboard shortcuts:
Space: to grab and move around the canvas when zoomed in.
Tab: to hide the UI
Alt: color picker

The cave entrance […]

/ Comments Off on BGP week 8
Program: Graphics

BGP Week 7

Week 7
The week went to start putting everything together and to replace the last placeholder meshes and textures.
 Beta feedback:
The feedback we received during the beta, where that the game was too dark. Mist in the corridor to the wind level. There was also some problem with the lighting in the Central hub area.
Based on the feedback from the beta we decided change so that all levels now are in separate levels and the player teleports into the levels. Before everything […]

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Program: Graphics

BGP Week 7

Week 7
The week went to start putting everything together and to replace the last placeholder meshes and textures.
 Beta feedback:
The feedback we received during the beta, where that the game was too dark. Mist in the corridor to the wind level. There was also some problem with the lighting in the Central hub area.
Based on the feedback from the beta we decided change so that all levels now are in separate levels and the player teleports into the levels. Before everything […]

/ Comments Off on BGP Week 7
Program: Graphics

BGP week 8

Week 8
Putting together the last props, tweaking lighting and post process in all levels.
Banner:
The idea behind the banner was to give an Indiana jones feel to the banner, by having the main/player character walk towards the temple. Giving to give the player an urge to explore.

I made this using one layer except the layer with the color.

 
Useful keyboard shortcuts:
Space: to grab and move around the canvas when zoomed in.
Tab: to hide the UI
Alt: color picker

The cave entrance […]

/ Comments Off on BGP week 8
Program: Graphics

BGP week 8

Week 8
Putting together the last props, tweaking lighting and post process in all levels.
Banner:
The idea behind the banner was to give an Indiana jones feel to the banner, by having the main/player character walk towards the temple. Giving to give the player an urge to explore.

I made this using one layer except the layer with the color.

 
Useful keyboard shortcuts:
Space: to grab and move around the canvas when zoomed in.
Tab: to hide the UI
Alt: color picker

The cave entrance […]

/ Comments Off on BGP week 8
Program: Graphics

BGP Week 7

Week 7
The week went to start putting everything together and to replace the last placeholder meshes and textures.
 Beta feedback:
The feedback we received during the beta, where that the game was too dark. Mist in the corridor to the wind level. There was also some problem with the lighting in the Central hub area.
Based on the feedback from the beta we decided change so that all levels now are in separate levels and the player teleports into the levels. Before everything […]

/ Comments Off on BGP Week 7
Program: Graphics

BGP Week 7

Week 7
The week went to start putting everything together and to replace the last placeholder meshes and textures.
 Beta feedback:
The feedback we received during the beta, where that the game was too dark. Mist in the corridor to the wind level. There was also some problem with the lighting in the Central hub area.
Based on the feedback from the beta we decided change so that all levels now are in separate levels and the player teleports into the levels. Before everything […]

/ Comments Off on BGP Week 7
Program: Graphics

BGP Week 6

This week my task was to start implementing the graphical assets we have created. I started first to put together the wind themed level, based on feedback from this weeks “quality time” meeting with the teachers, we decided to make the wind level to be more vertical. Now the new wind level got more height differences in the pillars.  The idea was to make the pillar platforms like a city.
 
Before:

After:

some more screenshots of the wind level :

May 11, 2014 / Comments Off on BGP Week 6
Program: Graphics

BGP Week 6

This week my task was to start implementing the graphical assets we have created. I started first to put together the wind themed level, based on feedback from this weeks “quality time” meeting with the teachers, we decided to make the wind level to be more vertical. Now the new wind level got more height differences in the pillars.  The idea was to make the pillar platforms like a city.
 
Before:

After:

some more screenshots of the wind level :

May 11, 2014 / Comments Off on BGP Week 6
Program: Graphics

BGP Week 6

This week my task was to start implementing the graphical assets we have created. I started first to put together the wind themed level, based on feedback from this weeks “quality time” meeting with the teachers, we decided to make the wind level to be more vertical. Now the new wind level got more height differences in the pillars.  The idea was to make the pillar platforms like a city.
 
Before:

After:

some more screenshots of the wind level :

May 11, 2014 / Comments Off on BGP Week 6
Program: Graphics

BGP Week 6

This week my task was to start implementing the graphical assets we have created. I started first to put together the wind themed level, based on feedback from this weeks “quality time” meeting with the teachers, we decided to make the wind level to be more vertical. Now the new wind level got more height differences in the pillars.  The idea was to make the pillar platforms like a city.
 
Before:

After:

some more screenshots of the wind level :

May 11, 2014 / Comments Off on BGP Week 6
Program: Graphics

Textures, sculptures and alpha test feedback

This week we prepared to get the game for alpha testing that we had in the end of the week.My main task this week was to look through the backlog and look in the game to see what models and textures we needed. After that I helped the texture artist with creating a tillable wall and floor texture. I also worked on blocking out colors on props that needed to be textured, meaning that for the alpha they would have […]

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Program: Graphics

Textures, sculptures and alpha test feedback

This week we prepared to get the game for alpha testing that we had in the end of the week.My main task this week was to look through the backlog and look in the game to see what models and textures we needed. After that I helped the texture artist with creating a tillable wall and floor texture. I also worked on blocking out colors on props that needed to be textured, meaning that for the alpha they would have […]

/ Comments Off on Textures, sculptures and alpha test feedback
Program: Graphics

Textures, sculptures and alpha test feedback

This week we prepared to get the game for alpha testing that we had in the end of the week.My main task this week was to look through the backlog and look in the game to see what models and textures we needed. After that I helped the texture artist with creating a tillable wall and floor texture. I also worked on blocking out colors on props that needed to be textured, meaning that for the alpha they would have […]

/ Comments Off on Textures, sculptures and alpha test feedback
Program: Graphics

Textures, sculptures and alpha test feedback

This week we prepared to get the game for alpha testing that we had in the end of the week.My main task this week was to look through the backlog and look in the game to see what models and textures we needed. After that I helped the texture artist with creating a tillable wall and floor texture. I also worked on blocking out colors on props that needed to be textured, meaning that for the alpha they would have […]

/ Comments Off on Textures, sculptures and alpha test feedback
Program: Graphics

Big game project – Testing tessellation in unreal engine 4

This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]

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Program: Graphics

Big game project – Testing tessellation in unreal engine 4

This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]

/ Comments Off on Big game project – Testing tessellation in unreal engine 4
Program: Graphics

Big game project – Testing tessellation in unreal engine 4

This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]

/ Comments Off on Big game project – Testing tessellation in unreal engine 4
Program: Graphics

Big game project – Testing tessellation in unreal engine 4

This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]

/ Comments Off on Big game project – Testing tessellation in unreal engine 4
Program: Graphics

Big Game Project – Week 2

This week I worked on designing the gods for the temple. The temple will have in total 5 gods, each level is designed after a god, and also each god will have their own statue in the game. Also started planning out the visuals for each level and started sculpting on the gods this week. There was also our first internal testing of the game where the whole team sat down and played through the game.
Designing the Gods
I started this […]

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Program: Graphics

Big Game Project – Week 2

This week I worked on designing the gods for the temple. The temple will have in total 5 gods, each level is designed after a god, and also each god will have their own statue in the game. Also started planning out the visuals for each level and started sculpting on the gods this week. There was also our first internal testing of the game where the whole team sat down and played through the game.
Designing the Gods
I started this […]

/ Comments Off on Big Game Project – Week 2
Program: Graphics

Big Game Project – Week 2

This week I worked on designing the gods for the temple. The temple will have in total 5 gods, each level is designed after a god, and also each god will have their own statue in the game. Also started planning out the visuals for each level and started sculpting on the gods this week. There was also our first internal testing of the game where the whole team sat down and played through the game.
Designing the Gods
I started this […]

/ Comments Off on Big Game Project – Week 2
Program: Graphics

Big Game Project – Week 2

This week I worked on designing the gods for the temple. The temple will have in total 5 gods, each level is designed after a god, and also each god will have their own statue in the game. Also started planning out the visuals for each level and started sculpting on the gods this week. There was also our first internal testing of the game where the whole team sat down and played through the game.
Designing the Gods
I started this […]

/ Comments Off on Big Game Project – Week 2
Program: Graphics