Author Archives: Mikaela Moberg

Tamarrion, post 8 (final week)

Apologies for being late with this post as I forgot about it in the midst of all the preparing and taking care of exhibiting at GGC. This is my 8th and final brief post on our Big Game development period of Tamarrion.

The last week of the project was more of the same from the week before. I continued cleaning our motion capture animation, and out of about 45 animations total, 18 animations for our boss and 15 animations for our […]

/ Comments Off on Tamarrion, post 8 (final week)
Program: Graphics

Tamarrion, post 8 (final week)

Apologies for being late with this post as I forgot about it in the midst of all the preparing and taking care of exhibiting at GGC. This is my 8th and final brief post on our Big Game development period of Tamarrion.

The last week of the project was more of the same from the week before. I continued cleaning our motion capture animation, and out of about 45 animations total, 18 animations for our boss and 15 animations for our […]

/ Comments Off on Tamarrion, post 8 (final week)
Program: Graphics

Tamarrion, post 7

This week I’ve been cleaning our motion capture recordings and preparing them for implementation into the engine. I’ve also been working on the trailer for our game.

Getting the animations for our main character ready had higher priority than the boss, as the main character had no satisfactory placeholder animations, while the boss is presentable with its current set of placeholder movements. The trailer for our game also needs to be in by tomorrow, so we wanted to make sure our […]

/ Comments Off on Tamarrion, post 7
Program: Graphics

Tamarrion, post 7

This week I’ve been cleaning our motion capture recordings and preparing them for implementation into the engine. I’ve also been working on the trailer for our game.

Getting the animations for our main character ready had higher priority than the boss, as the main character had no satisfactory placeholder animations, while the boss is presentable with its current set of placeholder movements. The trailer for our game also needs to be in by tomorrow, so we wanted to make sure our […]

/ Comments Off on Tamarrion, post 7
Program: Graphics

Tamarrion, post 6

This week we focused on putting out the most polished art assets possible to make the GGC screenshot deadline. The majority of time this week was spent baking and putting together textures for our environment and characters.


A lighting test from earlier this week, not using our final shaders.

Baring some polish work, the Boss’s diffuse, normal and ambient occlusion textures are now complete. He also has an emissive texture to make his eyes glow, complete with some bloom we […]

/ Comments Off on Tamarrion, post 6
Program: Graphics

Tamarrion, post 6

This week we focused on putting out the most polished art assets possible to make the GGC screenshot deadline. The majority of time this week was spent baking and putting together textures for our environment and characters.


A lighting test from earlier this week, not using our final shaders.

Baring some polish work, the Boss’s diffuse, normal and ambient occlusion textures are now complete. He also has an emissive texture to make his eyes glow, complete with some bloom we […]

/ Comments Off on Tamarrion, post 6
Program: Graphics

Tamarrion, post 5

This week I finished our boss’s lowpoly model, which will be the mesh actually visible in the game, and the group also spent some time in the motion capture studio on Wednesday to record movements for our characters.
As I showed in my previous post, I finished up the lowpoly for the boss’s body last week. This week I spent some time doing the same with the armor part of his model, and the final polycount for the […]

/ Comments Off on Tamarrion, post 5
Program: Graphics

Tamarrion, post 5

This week I finished our boss’s lowpoly model, which will be the mesh actually visible in the game, and the group also spent some time in the motion capture studio on Wednesday to record movements for our characters.
As I showed in my previous post, I finished up the lowpoly for the boss’s body last week. This week I spent some time doing the same with the armor part of his model, and the final polycount for the […]

/ Comments Off on Tamarrion, post 5
Program: Graphics

Tamarrion, post 4

This week we’ve been focusing on putting together rigs and working on the lowpoly models for our main character and boss. The lowpoly version of the boss’s body mesh has been finished. No adjustments have been made to the design of this part of the character since last week’s highpoly report. Some time was dedicated this week to making sure the size of the boss’s armor won’t make it clip into his body while he moves. […]

/ Comments Off on Tamarrion, post 4
Program: Graphics

Tamarrion, post 4

This week we’ve been focusing on putting together rigs and working on the lowpoly models for our main character and boss. The lowpoly version of the boss’s body mesh has been finished. No adjustments have been made to the design of this part of the character since last week’s highpoly report. Some time was dedicated this week to making sure the size of the boss’s armor won’t make it clip into his body while he moves. […]

/ Comments Off on Tamarrion, post 4
Program: Graphics

Tamarrion, post 3

I’ve been feeling a bit under the weather this week, so I haven’t been able to get as much work done as I would’ve liked. Still, here’s the progress I’ve made on our game’s boss this week.

As you can see in the picture above, we’ve made some slight adjustments to the boss’s design after some feedback. We wanted to give our boss more of an undead feeling, but we didn’t want to break his armor or make him look […]

/ Comments Off on Tamarrion, post 3
Program: Graphics

Tamarrion, post 3

I’ve been feeling a bit under the weather this week, so I haven’t been able to get as much work done as I would’ve liked. Still, here’s the progress I’ve made on our game’s boss this week.

As you can see in the picture above, we’ve made some slight adjustments to the boss’s design after some feedback. We wanted to give our boss more of an undead feeling, but we didn’t want to break his armor or make him look […]

/ Comments Off on Tamarrion, post 3
Program: Graphics

Tamarrion, post 2: Modeling and sculpting

This week I’ve been working on the model for our game’s boss, whose design process I documented in my previous post.

Earlier this week I worked on putting together a base mesh for our boss. Generally, basic low resolution models are created of your game characters early during development for use as a base for misc. animation and modeling work. Often a rig is created using this base mesh so that work on animations can be started before the model […]

/ Comments Off on Tamarrion, post 2: Modeling and sculpting
Program: Graphics

Tamarrion, post 2: Modeling and sculpting

This week I’ve been working on the model for our game’s boss, whose design process I documented in my previous post.

Earlier this week I worked on putting together a base mesh for our boss. Generally, basic low resolution models are created of your game characters early during development for use as a base for misc. animation and modeling work. Often a rig is created using this base mesh so that work on animations can be started before the model […]

/ Comments Off on Tamarrion, post 2: Modeling and sculpting
Program: Graphics

Tamarrion, post 1: Boss Designing

For the Big Game course, I’m on the team working on the game Tamarrion, which we’ll be displaying at GGC in late May. I will be posting at least one blog post per week showing what I’ve personally been working on for this project.

We’re aiming towards having one boss available at the GGC demo. Originally, Camilla and Måns had planned to model this boss for their 3DIII group assignment, but they were displeased with their final result and wanted […]

/ Comments Off on Tamarrion, post 1: Boss Designing
Program: Graphics

Tamarrion, post 1: Boss Designing

For the Big Game course, I’m on the team working on the game Tamarrion, which we’ll be displaying at GGC in late May. I will be posting at least one blog post per week showing what I’ve personally been working on for this project.

We’re aiming towards having one boss available at the GGC demo. Originally, Camilla and Måns had planned to model this boss for their 3DIII group assignment, but they were displeased with their final result and wanted […]

/ Comments Off on Tamarrion, post 1: Boss Designing
Program: Graphics

3DIII – Linkle

I haven’t been required to make any blog posts for classes lately, but I thought I’d make a post for the character I modeled and animated for the 3DIII course, together with Anita Stenholm.

This character is based on a concept art made for a potential female version of the player character Link from The Legend of Zelda: Hyrule Warriors.
We chose the design above to adapt, and I drew a turnaround with an adjusted design, as well as […]

/ Comments Off on 3DIII – Linkle
Program: Graphics

3DIII – Linkle

I haven’t been required to make any blog posts for classes lately, but I thought I’d make a post for the character I modeled and animated for the 3DIII course, together with Anita Stenholm.

This character is based on a concept art made for a potential female version of the player character Link from The Legend of Zelda: Hyrule Warriors.
We chose the design above to adapt, and I drew a turnaround with an adjusted design, as well as […]

/ Comments Off on 3DIII – Linkle
Program: Graphics

Motion Capture for Games, Reflective Blog 02

This is a report on the first part of Assignment 2 for the Motion Capture course. For Assignment 2, we have been tasked to record a motion capture shoot, clean the data, and then import the data into MotionBuilder. In this post I will reflect on the shoot I did together with Björn Berndtsson.

We were assigned to do 6 takes for this assignment. Along with the assignment instructions, we received three different shootlists with example takes we could choose […]

/ Comments Off on Motion Capture for Games, Reflective Blog 02
Program: Graphics

Motion Capture for Games, Reflective Blog 02

This is a report on the first part of Assignment 2 for the Motion Capture course. For Assignment 2, we have been tasked to record a motion capture shoot, clean the data, and then import the data into MotionBuilder. In this post I will reflect on the shoot I did together with Björn Berndtsson.

We were assigned to do 6 takes for this assignment. Along with the assignment instructions, we received three different shootlists with example takes we could choose […]

/ Comments Off on Motion Capture for Games, Reflective Blog 02
Program: Graphics

Motion Capture for Games, Reflective Blog 01

This is my first report for the Motion Capture for Games course, which details use of motion capture in video games. In this post I’ve chosen to go through the Asssassin’s Creed franchise’s use of mocap for their animations.
Research for this report was difficult as many behind the scenes videos on the series are region blocked on their respective sites, but I have assembled as much general information as I could find.

The game I chose to research for this report […]

/ Comments Off on Motion Capture for Games, Reflective Blog 01
Program: Graphics

Motion Capture for Games, Reflective Blog 01

This is my first report for the Motion Capture for Games course, which details use of motion capture in video games. In this post I’ve chosen to go through the Asssassin’s Creed franchise’s use of mocap for their animations.
Research for this report was difficult as many behind the scenes videos on the series are region blocked on their respective sites, but I have assembled as much general information as I could find.

The game I chose to research for this report […]

/ Comments Off on Motion Capture for Games, Reflective Blog 01
Program: Graphics

Motion Capture for Games, Reflective Blog 01

This is my first report for the Motion Capture for Games course, which details use of motion capture in video games. In this post I’ve chosen to go through the Asssassin’s Creed franchise’s use of mocap for their animations.
Research for this report was difficult as many behind the scenes videos on the series are region blocked on their respective sites, but I have assembled as much general information as I could find.

The game I chose to research for this report […]

/ Comments Off on Motion Capture for Games, Reflective Blog 01
Program: Graphics

Motion Capture for Games, Reflective Blog 01

This is my first report for the Motion Capture for Games course, which details use of motion capture in video games. In this post I’ve chosen to go through the Asssassin’s Creed franchise’s use of mocap for their animations.
Research for this report was difficult as many behind the scenes videos on the series are region blocked on their respective sites, but I have assembled as much general information as I could find.

The game I chose to research for this report […]

/ Comments Off on Motion Capture for Games, Reflective Blog 01
Program: Graphics