Author Archives: Patrik simon timmy Lindkvist

About Patrik simon timmy Lindkvist

2017 Graphics

Composted Comments

1: (Already Graded) [cghaibel, “Creating a Projectile”]
https://wordpress.com/read/blogs/142440279/posts/3#comment-1
I think that the greatest strength of the text is how immersive it is. He explains his methods and though process in such a detailed and engaging manner that I forgot that I was reading a blog. It is very interesting to get such a clear view of how another graphic student approaches his tasks, and I found it all to be very relatable. However, I think the text would be a lot […]

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Program: Graphics

Composted Comments

1: (Already Graded) [cghaibel, “Creating a Projectile”]
https://wordpress.com/read/blogs/142440279/posts/3#comment-1
I think that the greatest strength of the text is how immersive it is. He explains his methods and though process in such a detailed and engaging manner that I forgot that I was reading a blog. It is very interesting to get such a clear view of how another graphic student approaches his tasks, and I found it all to be very relatable. However, I think the text would be a lot […]

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Program: Graphics

Postmortem

We did eventually manage to finish our project and present it to our fellow students on march the 15th, as planned. The game was very difficult, as it generally required several attempts to complete. However, it was not without some sense of joy that we discovered that many of the people that played our game actually kept retrying, eager to reach the end.

Unfortunately, some of the reasons behind the high difficulty was not due to our design. For instance, players […]

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Program: Graphics

Postmortem

We did eventually manage to finish our project and present it to our fellow students on march the 15th, as planned. The game was very difficult, as it generally required several attempts to complete. However, it was not without some sense of joy that we discovered that many of the people that played our game actually kept retrying, eager to reach the end.

Unfortunately, some of the reasons behind the high difficulty was not due to our design. For instance, players […]

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Program: Graphics

8th of March

I guess it is to be expected that the first digital game we create during our education would highlight the fact that making games is really difficult. As such, the intended end goal of this course is probably not to have us create great, or even half decent games, but rather to make sure that we learn something from the process.
That being said, I thing that we as a group has failed to utilize the playtesting sessions in a meaningful […]

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Program: Graphics

8th of March

I guess it is to be expected that the first digital game we create during our education would highlight the fact that making games is really difficult. As such, the intended end goal of this course is probably not to have us create great, or even half decent games, but rather to make sure that we learn something from the process.
That being said, I thing that we as a group has failed to utilize the playtesting sessions in a meaningful […]

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Program: Graphics

1st of March

Our team member from the Game Design minor finished constructing the overall layout of our level earlier this week. It consisted of large horizontal wall sections, placed in such a way as to create different paths for the player to travel. He then handed it over to me so that I could build the actual level using all of our art assets. It quickly became apparent during the process of placing assets and decorating the level that it’s very beneficial […]

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Program: Graphics

1st of March

Our team member from the Game Design minor finished constructing the overall layout of our level earlier this week. It consisted of large horizontal wall sections, placed in such a way as to create different paths for the player to travel. He then handed it over to me so that I could build the actual level using all of our art assets. It quickly became apparent during the process of placing assets and decorating the level that it’s very beneficial […]

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Program: Graphics

Scrum

This week we have been tasked to talk about scrum and how it has affected our development. In other words, how has the scrum method worked compared to other methods of developing a product as a team? Well, the answer to that question is “In relation to what?”. I have never followed any method other than that of a basic schedule, and most group projects I’ve worked on has lasted only one week – the exception being a project lasting […]

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Program: Graphics

Scrum

This week we have been tasked to talk about scrum and how it has affected our development. In other words, how has the scrum method worked compared to other methods of developing a product as a team? Well, the answer to that question is “In relation to what?”. I have never followed any method other than that of a basic schedule, and most group projects I’ve worked on has lasted only one week – the exception being a project lasting […]

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Program: Graphics

15th of February – Implementing Art into Unity

This week has been all about implementing the art assets into the actual game, which is built in the Unity game engine. What I’ve learnt from this experience is that making something look good in your Photoshop document isn’t quite the same as making it look good in the game. A tree might look very pretty on its own, but that might change in the context of trying to create a level using that tree. Suddenly, it had to work […]

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Program: Graphics

15th of February – Implementing Art into Unity

This week has been all about implementing the art assets into the actual game, which is built in the Unity game engine. What I’ve learnt from this experience is that making something look good in your Photoshop document isn’t quite the same as making it look good in the game. A tree might look very pretty on its own, but that might change in the context of trying to create a level using that tree. Suddenly, it had to work […]

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Program: Graphics

7th of February

A lot have happened since the previous post – Mostly due to the fact that we wanted the camera to be tilted 45 degrees rather than have the game be truly top down (which would mean that the camera is tilted 90 degrees). Our justification for this is that the gameplay will heavily rely on exploration in the form of finding interesting sites and structures. Creating art assets that fuels this drive for exploration by virtue of being interesting to […]

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Program: Graphics

7th of February

A lot have happened since the previous post – Mostly due to the fact that we wanted the camera to be tilted 45 degrees rather than have the game be truly top down (which would mean that the camera is tilted 90 degrees). Our justification for this is that the gameplay will heavily rely on exploration in the form of finding interesting sites and structures. Creating art assets that fuels this drive for exploration by virtue of being interesting to […]

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Program: Graphics

25th of January

Now that we’ve settled on our art style, I’m focusing on creating more assets. So far, everything is based on small, cliff-like islands, i.e. island that a ship crashed into, dead man on an island with a book and pipe, tree on an island, etc.
 
 
(This blog post is not part of the obligatory posts)
5SD064

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Program: Graphics

25th of January

Now that we’ve settled on our art style, I’m focusing on creating more assets. So far, everything is based on small, cliff-like islands, i.e. island that a ship crashed into, dead man on an island with a book and pipe, tree on an island, etc.
 
 
(This blog post is not part of the obligatory posts)
5SD064

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Program: Graphics

24th of January

I drew 3 different art styles this morning. 2 of them featured very dark water, which meant that everything else would need brighter values to create the contrast we’re after. This made it look like a gloomy night scene which gave a nice opportunity to play with light sources. However, we decided to use the 3:d art style with bright white water. It’s inspired by the Japanese Ink painting style which often features mountain landscapes where the artist simple paint […]

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Program: Graphics

24th of January

I drew 3 different art styles this morning. 2 of them featured very dark water, which meant that everything else would need brighter values to create the contrast we’re after. This made it look like a gloomy night scene which gave a nice opportunity to play with light sources. However, we decided to use the 3:d art style with bright white water. It’s inspired by the Japanese Ink painting style which often features mountain landscapes where the artist simple paint […]

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Program: Graphics