Author Archives: Nils Folker
Week 6-9 Trailer, UI and Tutorial Design
As this is my last blog entry i wanted to summarize the last weeks of the process of Goblin Doctors.
Trailer
A trailer video was needed for Gotland Game Conference, as all previous videos and pictures that I made for Goblin Doctors Facebook page had a great deal of work put into them I could not afford an exception. This time I worked together with the teams animation artist Måns Möller. He made the animations and noted camera angles while i created […]
Week 6-9 Trailer, UI and Tutorial Design
As this is my last blog entry i wanted to summarize the last weeks of the process of Goblin Doctors.
Trailer
A trailer video was needed for Gotland Game Conference, as all previous videos and pictures that I made for Goblin Doctors Facebook page had a great deal of work put into them I could not afford an exception. This time I worked together with the teams animation artist Måns Möller. He made the animations and noted camera angles while i created […]
Week 5: From substance painter to 3D Coat
Hi, this week I’ve worked with the texturing of the Orc patient.
Earlier on tries have been made to make simple placeholder textures in substance painter, these attempts brought forth a problem that had to be solved. In substance painter there is no possibility to draw across different meshes without swapping between them in the hierarchy. This made it near impossible to draw a shaded and well defined texture and matching it up between meshes
Making a seem well textured […]
Week 5: From substance painter to 3D Coat
Hi, this week I’ve worked with the texturing of the Orc patient.
Earlier on tries have been made to make simple placeholder textures in substance painter, these attempts brought forth a problem that had to be solved. In substance painter there is no possibility to draw across different meshes without swapping between them in the hierarchy. This made it near impossible to draw a shaded and well defined texture and matching it up between meshes
Making a seem well textured […]
Week 4: Rethinking Amutation and Vertex Normals
Hi! This week I’ve been making changes of the orc mesh and redesigned the amputation system.
At the end of week 3 we presented the alpha of goblin doctors. The build did not contain that much of a game but we had the opportunity to find out what players thought of the amputation mechanics. As they worked through the orcs body, chopping of the legs and arms they ended up aiming the amputation axe at the orcs head. They then launched […]
Week 4: Rethinking Amutation and Vertex Normals
Hi! This week I’ve been making changes of the orc mesh and redesigned the amputation system.
At the end of week 3 we presented the alpha of goblin doctors. The build did not contain that much of a game but we had the opportunity to find out what players thought of the amputation mechanics. As they worked through the orcs body, chopping of the legs and arms they ended up aiming the amputation axe at the orcs head. They then launched […]
ORC DISMEMBERMENT! Week 3
HI!
This week I’ve been making some adjustments to the orcs body rig and finished off the face rig. Amputated legs and arms has also been created and rigged. I’ve dedicated allot of time on developing a good rig that without too many bones will provide the orc with some nice face expression capabilities.
Solving how the amputation system should work has been a task that I’ve tackled this week and some body rig and mesh changes had to be made because […]
ORC DISMEMBERMENT! Week 3
HI!
This week I’ve been making some adjustments to the orcs body rig and finished off the face rig. Amputated legs and arms has also been created and rigged. I’ve dedicated allot of time on developing a good rig that without too many bones will provide the orc with some nice face expression capabilities.
Solving how the amputation system should work has been a task that I’ve tackled this week and some body rig and mesh changes had to be made because […]
Week 2: Production of goblin tools and the rise of the orc patient
At the beginning of this week I made the mesh for the bellows that was designed last Friday.
Differences between concept and result is firstly some extra wonkiness, it was needed because Goblin doctors art style is handmade with clearly defined and exaggerated shapes. The concept was a bit too flat. Secondly, I also added some more details to the shield top, with this design I want to show that it once was a shield used in war by orcs […]
Week 2: Production of goblin tools and the rise of the orc patient
At the beginning of this week I made the mesh for the bellows that was designed last Friday.
Differences between concept and result is firstly some extra wonkiness, it was needed because Goblin doctors art style is handmade with clearly defined and exaggerated shapes. The concept was a bit too flat. Secondly, I also added some more details to the shield top, with this design I want to show that it once was a shield used in war by orcs […]
Goblin Doctors: Sorry and Week 1
Hi! For five weeks, I’ve been working on the game project Goblin Doctors and not one single blog post have I written about it. Sorry about that . To make up for this I will over a few days recap the main tasks that I’ve been working with during these five weeks. Let’s start off with week one, shall we?
Week 1 – Goblin engineering
This week I’ve been working on concepts and made meshes for three different tools that the player […]
Goblin Doctors: Sorry and Week 1
Hi! For five weeks, I’ve been working on the game project Goblin Doctors and not one single blog post have I written about it. Sorry about that . To make up for this I will over a few days recap the main tasks that I’ve been working with during these five weeks. Let’s start off with week one, shall we?
Week 1 – Goblin engineering
This week I’ve been working on concepts and made meshes for three different tools that the player […]
Blog post #6 – More Music
Hi! this is the last post about the game Mermaid river. It has been an exciting journey with allot of laughs, headaches and late night crunches.
Some posts back I did write about the making of the main theme song for Mermaid River and today I will write about the making of the title screen music. At the Beta presentation we got allot of feedback concerning the dark ambience of the game, the audience wanted to see more of it so […]
Blog post #6 – More Music
Hi! this is the last post about the game Mermaid river. It has been an exciting journey with allot of laughs, headaches and late night crunches.
Some posts back I did write about the making of the main theme song for Mermaid River and today I will write about the making of the title screen music. At the Beta presentation we got allot of feedback concerning the dark ambience of the game, the audience wanted to see more of it so […]
Blog post #5 – Title screen
Hi!
Last week I worked on the different states of Mermaid River and the one artifact that I will write about this week is the Title screen.
The title screen is the first thing you encounter as the game is started. This is where the player gets to choose between starting the game, looking at the high score screen or exiting the game. These options however; is not for me to implement. The work that I have done concerns the picture that […]
Blog post #5 – Title screen
Hi!
Last week I worked on the different states of Mermaid River and the one artifact that I will write about this week is the Title screen.
The title screen is the first thing you encounter as the game is started. This is where the player gets to choose between starting the game, looking at the high score screen or exiting the game. These options however; is not for me to implement. The work that I have done concerns the picture that […]
Blog Post #4 – HUD
Hi! The Beta deadline is getting closer and our group is set on implementing all the assets needed. In this days post I am going to write about the process of making the HUD for Mermaid River. The elements that the group had decided should be in the HUD was:
Health bar
Air meter
Scoreboard
Power up (shows if a power up is activated)
Previously our HUD was built up by two rectangular bars for health, air and a scoreboard. A problem we had with […]
Blog Post #4 – HUD
Hi! The Beta deadline is getting closer and our group is set on implementing all the assets needed. In this days post I am going to write about the process of making the HUD for Mermaid River. The elements that the group had decided should be in the HUD was:
Health bar
Air meter
Scoreboard
Power up (shows if a power up is activated)
Previously our HUD was built up by two rectangular bars for health, air and a scoreboard. A problem we had with […]
Blog post #3 – Music
HI! Last week I started the creation of sound and music for the game Mermaid river. Making game audio is something that I think is interesting but that I lack knowledge of, so it felt exciting to address this task at last. In this post I’m going to talk about the music that I’ve made.
Mermaid river is a game with a pirate theme, so when I made the music I wanted it to stay within the frames of the theme. […]
Blog post #3 – Music
HI! Last week I started the creation of sound and music for the game Mermaid river. Making game audio is something that I think is interesting but that I lack knowledge of, so it felt exciting to address this task at last. In this post I’m going to talk about the music that I’ve made.
Mermaid river is a game with a pirate theme, so when I made the music I wanted it to stay within the frames of the theme. […]
post nr 2# – captain take damage
Hi again!
Today I will tell you about another keyframe i made for Mermaid river. An important part of a game is those part that gives the player information. The signals that tell you if you’re doing something right or wrong. The keyframe I’ve made is for the animation that is shown in Mermaid river as you take damage.
The animation should tell the player that the avatar got hurt by an action. It is important that the player sees this animation […]
post nr 2# – captain take damage
Hi again!
Today I will tell you about another keyframe i made for Mermaid river. An important part of a game is those part that gives the player information. The signals that tell you if you’re doing something right or wrong. The keyframe I’ve made is for the animation that is shown in Mermaid river as you take damage.
The animation should tell the player that the avatar got hurt by an action. It is important that the player sees this animation […]
Blog post 1# 5SD033
Captain Noleg – Harpoon throw animation
Hello! My name is Nils Folker and in this post I will write about my working process on a pair of animation keyframes that I made last week. The animation is made for the game Mermaid river. Mermaid river will be a side scrolling space shooter which among other things contain: evil mermaids, evil fish and a crippled pirate that struggles to get he’s gold back.
The task given was to make keyframes for a harpoon […]
Blog post 1# 5SD033
Captain Noleg – Harpoon throw animation
Hello! My name is Nils Folker and in this post I will write about my working process on a pair of animation keyframes that I made last week. The animation is made for the game Mermaid river. Mermaid river will be a side scrolling space shooter which among other things contain: evil mermaids, evil fish and a crippled pirate that struggles to get he’s gold back.
The task given was to make keyframes for a harpoon […]