Author Archives: Robert Graff

7th week of Big Game (Week 21)

GGC is getting close! After some more testing I felt I needed to do an overhaul of my map. I needed to point out paths more clearly and have landmarks so players know where to go. This has been the biggest problem for a long time and it’s really hard to fix with the limited amount of time we have left. In hindsight I should have made the map a lot more flat so the skybox you be visible all […]

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Program: Graphics

7th week of Big Game (Week 21)

GGC is getting close! After some more testing I felt I needed to do an overhaul of my map. I needed to point out paths more clearly and have landmarks so players know where to go. This has been the biggest problem for a long time and it’s really hard to fix with the limited amount of time we have left. In hindsight I should have made the map a lot more flat so the skybox you be visible all […]

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Program: Graphics

6th Week of Big Game (Week 20)

This week I have been working on the map (surprise!). We have added physics on objects, so you can destroy/move/push objects by going through them. This works great because we can decorate maps a bit more, and have physics on objects. For example I have added physics on cave carts and some fences so you can rush through them. I will add them on all small objects that are decoration. So you keep the flow even if you run into […]

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Program: Graphics

6th Week of Big Game (Week 20)

This week I have been working on the map (surprise!). We have added physics on objects, so you can destroy/move/push objects by going through them. This works great because we can decorate maps a bit more, and have physics on objects. For example I have added physics on cave carts and some fences so you can rush through them. I will add them on all small objects that are decoration. So you keep the flow even if you run into […]

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Program: Graphics

5th Week of Big Game (Week 19)

This week we had Alpha test, so I placed out boosts and sparks, so people could play the map and get score. I also kept working on the map. I changed the ramp in the cave, because the erlier version had many funky hit box issues. Also it didn’t look good, people would crash into the ramp, so now I changed it to a quarter pipe along the wall.

I have also kept adding things on the […]

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Program: Graphics

5th Week of Big Game (Week 19)

This week we had Alpha test, so I placed out boosts and sparks, so people could play the map and get score. I also kept working on the map. I changed the ramp in the cave, because the erlier version had many funky hit box issues. Also it didn’t look good, people would crash into the ramp, so now I changed it to a quarter pipe along the wall.

I have also kept adding things on the […]

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Program: Graphics

4th Week of Big Game (Week 18)

This week we worked hard to get ready for the testing session we had this friday. I decorated my map so it would look pretty for the testers. I had to be careful where I placed decorations, so people wouldn’t ride into them. I also placed lights, this was a challange, because you need to lead the way with lights, but I also wanted to lit up cool stuff in the world, that ofcourse led to some problems, because players […]

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Program: Graphics

4th Week of Big Game (Week 18)

This week we worked hard to get ready for the testing session we had this friday. I decorated my map so it would look pretty for the testers. I had to be careful where I placed decorations, so people wouldn’t ride into them. I also placed lights, this was a challange, because you need to lead the way with lights, but I also wanted to lit up cool stuff in the world, that ofcourse led to some problems, because players […]

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Program: Graphics

3rd Week of Big Game (Week 16)

This week has been a lot of deciding and testing. The maps we had from the beginning did not work out because the areas was to cramped with objects. So you could not steer the character properly. So we went through a load of testing last week. What would be fun to play on, what challanges on the levels should we have etc.

The first thing I did was to try and space out the maps, so you could acually steer […]

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Program: Graphics

3rd Week of Big Game (Week 16)

This week has been a lot of deciding and testing. The maps we had from the beginning did not work out because the areas was to cramped with objects. So you could not steer the character properly. So we went through a load of testing last week. What would be fun to play on, what challanges on the levels should we have etc.

The first thing I did was to try and space out the maps, so you could acually steer […]

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Program: Graphics

First Week of Big Game (Week 14)

Big game project has begun! I am the producer and level designer of our team Freshly Squeezed. We are making an adventure game, you are a robot and you pick up boosts to gain momentum forward. You use this momentum to traverse big open tracks.
We want to create a feeling of flow. We think games like Mirrors Edge and Sonic have good movement gameplay, but your speed is always stopped because of enemies that feel out of place (Mirrors Edge) […]

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Program: Graphics

First Week of Big Game (Week 14)

Big game project has begun! I am the producer and level designer of our team Freshly Squeezed. We are making an adventure game, you are a robot and you pick up boosts to gain momentum forward. You use this momentum to traverse big open tracks.
We want to create a feeling of flow. We think games like Mirrors Edge and Sonic have good movement gameplay, but your speed is always stopped because of enemies that feel out of place (Mirrors Edge) […]

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Program: Graphics

Boardgame Testing

So this week we had a test meeting with three other groups. I especially noticed how people played our game, the aesthetics we had seems to be working. People interact with each other a lot while playing the game. Exactly as we wanted. The fact that we have guns that you shoot each other with seems to be attracting people, people really seem to like shooting each other.
We have kind of made a First Person Shooter board game. We reward […]

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Program: Graphics

Boardgame Testing

So this week we had a test meeting with three other groups. I especially noticed how people played our game, the aesthetics we had seems to be working. People interact with each other a lot while playing the game. Exactly as we wanted. The fact that we have guns that you shoot each other with seems to be attracting people, people really seem to like shooting each other.
We have kind of made a First Person Shooter board game. We reward […]

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Program: Graphics

Welcome

Hey
I’m Robert Graff and I go gamedesign and graphics at Uppsala univeristy campus Gotland. I started this blog as a school blog because the univeristy requested that all students do so. Enough for me, I hope you’ll enjoy the blog and the work I will post here.

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Program: Graphics

Welcome

Hey
I’m Robert Graff and I go gamedesign and graphics at Uppsala univeristy campus Gotland. I started this blog as a school blog because the univeristy requested that all students do so. Enough for me, I hope you’ll enjoy the blog and the work I will post here.

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Program: Graphics

Boardgame Shenanigans

Hey
The last few days we have been working with our board game. We wanted aesthetics to be “intense” or “tension”. Like if you would sit around a table and play poker with guns at your sides. We wanted this because we were tired of games, or at least I, where you just sit and do nothing. We didn’t want a randomness system deciding things ether. Pure physical player skill would be the preference.
We took a lot of inspiration from Jungle […]

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Program: Graphics

Boardgame Shenanigans

Hey
The last few days we have been working with our board game. We wanted aesthetics to be “intense” or “tension”. Like if you would sit around a table and play poker with guns at your sides. We wanted this because we were tired of games, or at least I, where you just sit and do nothing. We didn’t want a randomness system deciding things ether. Pure physical player skill would be the preference.
We took a lot of inspiration from Jungle […]

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Program: Graphics