Author Archives: Måns Möller

About Måns Möller

2016 Graphics

Big Game Project Post 2

With my role in this project being the lead animator it isn’t all that surprising that most of my time has been spent with our main character and the many animations he needs for the finished game. Much of that time was spent trying to work out the various little difficulties that tends to arise when someone deals with software one is not an expert with. Seeing as our game is made with 3d assets we and mostly i get […]

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Program: Graphics

Big Game Project Post 2

With my role in this project being the lead animator it isn’t all that surprising that most of my time has been spent with our main character and the many animations he needs for the finished game. Much of that time was spent trying to work out the various little difficulties that tends to arise when someone deals with software one is not an expert with. Seeing as our game is made with 3d assets we and mostly i get […]

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Program: Graphics

Big Game Project first post

Officially the Big Game Project course started a dew weeks ago but unofficially work for many students began several months ago by way of the ”Road to GGC” As it was called which presented an opportunity for students who wanted to prepare for BGP early. A lot of time in my group was spent going back and forth between various concepts, many of them seeming like they could be interesting and worthwhile one day only to look unimpressive, boring or […]

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Program: Graphics

Big Game Project first post

Officially the Big Game Project course started a dew weeks ago but unofficially work for many students began several months ago by way of the ”Road to GGC” As it was called which presented an opportunity for students who wanted to prepare for BGP early. A lot of time in my group was spent going back and forth between various concepts, many of them seeming like they could be interesting and worthwhile one day only to look unimpressive, boring or […]

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Program: Graphics

Week six post

This week has been spent entirely on polishing the assets of the game. This includes doing things such as animating what’s left of the different characters states which up until now only had keyframes to act as placeholders. Polishing has also included coloring the animations. One of the assets i worked on was an animation that is to play as the protagonist of the game, captain noleg gets electrocuted. The player gets elecrtocuted when attacking a specific part of one […]

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Program: Graphics

Week six post

This week has been spent entirely on polishing the assets of the game. This includes doing things such as animating what’s left of the different characters states which up until now only had keyframes to act as placeholders. Polishing has also included coloring the animations. One of the assets i worked on was an animation that is to play as the protagonist of the game, captain noleg gets electrocuted. The player gets elecrtocuted when attacking a specific part of one […]

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Program: Graphics

Week five post

This week, like the one before, has been dedicated to making the final animations for the main character of our game: Captain Noleg. This week i have started on several of the animations we will need for the captain, one of them being an animation of him throwing his harpoon. This animation could be seen as one of the ”core animations” on account of it being visual feedback that is triggered when performing a core mechanic of the game. Namely throwing the […]

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Program: Graphics

Week five post

This week, like the one before, has been dedicated to making the final animations for the main character of our game: Captain Noleg. This week i have started on several of the animations we will need for the captain, one of them being an animation of him throwing his harpoon. This animation could be seen as one of the ”core animations” on account of it being visual feedback that is triggered when performing a core mechanic of the game. Namely throwing the […]

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Program: Graphics

Week four post

So this week i actually worked on something else than the enemies for our game. This week was dedicated to the animation of the games protagonist himself: Captain Noleg himself

Up until this point we had only made keyframes for the captains different states. These were all we needed in order to test the game out and see if his design and color scheme would work in the background. However, at this time all the keyframes for the games different enemies and […]

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Program: Graphics

Week four post

So this week i actually worked on something else than the enemies for our game. This week was dedicated to the animation of the games protagonist himself: Captain Noleg himself

Up until this point we had only made keyframes for the captains different states. These were all we needed in order to test the game out and see if his design and color scheme would work in the background. However, at this time all the keyframes for the games different enemies and […]

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Program: Graphics

Week three post

This week we focused on adding the last features we deemed worthwhile into the game before our feature freeze. In my case that meant, again, more enemies. This week iv’e focused on two in particular. The seagull and the angler fish. Of these two, the seagull is quite uninteresting from a graphical view since it will only contain three frames of animation. Let us therefor instead take a look at the angler fish as shown bellow.
 

 
Like most other enemies the […]

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Program: Graphics

Week three post

This week we focused on adding the last features we deemed worthwhile into the game before our feature freeze. In my case that meant, again, more enemies. This week iv’e focused on two in particular. The seagull and the angler fish. Of these two, the seagull is quite uninteresting from a graphical view since it will only contain three frames of animation. Let us therefor instead take a look at the angler fish as shown bellow.
 

 
Like most other enemies the […]

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Program: Graphics

Week two post

This week, like the previous one, i spent a lot of time  on the design and production of new enemies for our game. In particular The blowfish. This enemy is intended to enter the screen slowly from the left and have the ability to shoot ”spikes” at the player. This however is not it’s main purpose. In the final product the blowfish will hav e the mechanic to blow up upon death, producing several spikes that swiftly flies in all […]

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Program: Graphics

Week two post

This week, like the previous one, i spent a lot of time  on the design and production of new enemies for our game. In particular The blowfish. This enemy is intended to enter the screen slowly from the left and have the ability to shoot ”spikes” at the player. This however is not it’s main purpose. In the final product the blowfish will hav e the mechanic to blow up upon death, producing several spikes that swiftly flies in all […]

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Program: Graphics

Week one first post

Hi, my name is Måns Möller. I’m a first year student at campus Gotland, studying game design graphics, and this is my blog, dedicated to following and documenting some of the process of creating the game that me and my team are working on. The game is based on a design document created by another team during a previous course last year who named this game: Mermaid river.
This week I’ve been working on a few of the enemies for the […]

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Program: Graphics

Week one first post

Hi, my name is Måns Möller. I’m a first year student at campus Gotland, studying game design graphics, and this is my blog, dedicated to following and documenting some of the process of creating the game that me and my team are working on. The game is based on a design document created by another team during a previous course last year who named this game: Mermaid river.
This week I’ve been working on a few of the enemies for the […]

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Program: Graphics