Author Archives: Samuel Ehnberg

About Samuel Ehnberg

2014  Graphics

Battle music of Tale

The fighting music was the song triggered when the avatar was close to the enemy and was about to face combat. In comparison to the main level music this was a song containing a much higher intensity. This was to convey the danger of the situation since the avatar faces a threat from enemies. The song was used as a tool to tell the player when danger was ahead. Since Tale was a game about  exploring and obstacle progression there […]

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Program: Graphics

Battle music of Tale

The fighting music was the song triggered when the avatar was close to the enemy and was about to face combat. In comparison to the main level music this was a song containing a much higher intensity. This was to convey the danger of the situation since the avatar faces a threat from enemies. The song was used as a tool to tell the player when danger was ahead. Since Tale was a game about  exploring and obstacle progression there […]

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Program: Graphics

Main theme music of Tale

When working with sound effects, one of the most vital parts of development is to create sounds that fit within, and enhances the main game design. Meaning that both the music and sound effects should  contribute to the mechanics, aesthetics and dynamics of the game in a balanced and fulfilling way. The  sounds can be created and put into place in a way that heightens and highlights the overall  sensation of the game, while also being distinct and colourful so […]

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Program: Graphics

Main theme music of Tale

When working with sound effects, one of the most vital parts of development is to create sounds that fit within, and enhances the main game design. Meaning that both the music and sound effects should  contribute to the mechanics, aesthetics and dynamics of the game in a balanced and fulfilling way. The  sounds can be created and put into place in a way that heightens and highlights the overall  sensation of the game, while also being distinct and colourful so […]

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Program: Graphics

Target Doll

So the process of creating practice targets for our avatar continues. I am currently creating a target doll that will be used as a part of an in game tutorial in Tale.
The doll is supposed to resemble the enemies in the game. The enemies are little knights that roams around the world of tale. They are very short but a bit buff. The target doll is adapted to their length and width.

The textures i am using are fiber textures, wood […]

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Program: Graphics

Target Doll

So the process of creating practice targets for our avatar continues. I am currently creating a target doll that will be used as a part of an in game tutorial in Tale.
The doll is supposed to resemble the enemies in the game. The enemies are little knights that roams around the world of tale. They are very short but a bit buff. The target doll is adapted to their length and width.

The textures i am using are fiber textures, wood […]

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Program: Graphics

Archery target

So today I have constructed a archery target. This asset will be used in the beginning of the game during the tutorial when Alva (our main character) learns how to use the bow. The bow is a vital part of our game since almost all game progression and mechanics revolves around it. It is a tool for destruction but also for transportation.
In order to come across large gaps in the level, Alva is equipped with a rope that she attaches […]

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Program: Graphics

Archery target

So today I have constructed a archery target. This asset will be used in the beginning of the game during the tutorial when Alva (our main character) learns how to use the bow. The bow is a vital part of our game since almost all game progression and mechanics revolves around it. It is a tool for destruction but also for transportation.
In order to come across large gaps in the level, Alva is equipped with a rope that she attaches […]

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Program: Graphics

Creating ruins

I am currently constructing ruins for our game Tale. The one I am building now is inspired by  a ruin located here in Visby. The challenge when creating these types of assets is to construct the mesh in regards to the uv mapping that will occur later on in the process. The texture is supposed to tile in order to give a convincing look for the mesh.
As i have mentioned before, we are creating our game in Unity. In unity […]

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Program: Graphics

Creating ruins

I am currently constructing ruins for our game Tale. The one I am building now is inspired by  a ruin located here in Visby. The challenge when creating these types of assets is to construct the mesh in regards to the uv mapping that will occur later on in the process. The texture is supposed to tile in order to give a convincing look for the mesh.
As i have mentioned before, we are creating our game in Unity. In unity […]

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Program: Graphics

Texture and modeling

These last couple of weeks has been all about finishing all the assets required for our alpha prototype of Tale. Much focus has been on developing an environment for the first real level of the game. We have worked on creating environment assets such as trees, vegetation, man made objects among others.
 
I have worked on the manmade objects in the game. The assets i have constructed are various ruins, weapon holder, amphi theater, fence and walls. It goes without […]

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Program: Graphics

Texture and modeling

These last couple of weeks has been all about finishing all the assets required for our alpha prototype of Tale. Much focus has been on developing an environment for the first real level of the game. We have worked on creating environment assets such as trees, vegetation, man made objects among others.
 
I have worked on the manmade objects in the game. The assets i have constructed are various ruins, weapon holder, amphi theater, fence and walls. It goes without […]

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Program: Graphics

Second and third week of BGP

These last couple of weeks has been all about developing assets for our game Tale. Our focal point has been on creating some of the puzzle parts, so that we can build our first prototype of the game. So far my main area of responsibility has been to create 3D assets for the environment in the game. The meshes that i have created are not yet of much detail, this is because we only want a sketch of the map.
We […]

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Program: Graphics

Second and third week of BGP

These last couple of weeks has been all about developing assets for our game Tale. Our focal point has been on creating some of the puzzle parts, so that we can build our first prototype of the game. So far my main area of responsibility has been to create 3D assets for the environment in the game. The meshes that i have created are not yet of much detail, this is because we only want a sketch of the map.
We […]

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Program: Graphics

The beginning of Big Game Project

This week I began a course called Big Game Project (bgp). In the course we are supposed to build parts of a game, that later on will be displayed at the annual: Gotland Game conference.  We will work in groups including both programmers and graphical artist, as well as game designers and sound/music designer.
Our group is working on a project called Tale. In short, Tale is about a forrest ranger named  Alva. She is tricked to accompany an evil wizard, […]

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Program: Graphics

The beginning of Big Game Project

This week I began a course called Big Game Project (bgp). In the course we are supposed to build parts of a game, that later on will be displayed at the annual: Gotland Game conference.  We will work in groups including both programmers and graphical artist, as well as game designers and sound/music designer.
Our group is working on a project called Tale. In short, Tale is about a forrest ranger named  Alva. She is tricked to accompany an evil wizard, […]

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Program: Graphics

Ambient pressure the final map

The project is coming to an end. Now the main area of work consists of polishing the implemented features and artefacts in our game Ambient pressure.
The specific artefact that i’ve been working on, implementing this week is actually a melodic track. And “actually” is because we have made no music for our game so far. Apart from the menu track that contains melody, I have not made any music tracks that plays during gameplay.
So what I’m working on now is […]

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Program: Graphics

Ambient pressure the final map

The project is coming to an end. Now the main area of work consists of polishing the implemented features and artefacts in our game Ambient pressure.
The specific artefact that i’ve been working on, implementing this week is actually a melodic track. And “actually” is because we have made no music for our game so far. Apart from the menu track that contains melody, I have not made any music tracks that plays during gameplay.
So what I’m working on now is […]

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Program: Graphics

Ambient pressure, the flare gun

This week I have mostly been working on adjusting all the sounds that I have made during this course. Much time was spent on adjusting the sound for the Flare gun audio. Today I will describe how I constructed its sound.
So a short description of our game: One plays as a diver who is supposed to explore shipwrecks deep down into the ocean. The goal is to find a specific amount of mutated algae in order to complete the game. […]

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Program: Graphics

Ambient pressure, the flare gun

This week I have mostly been working on adjusting all the sounds that I have made during this course. Much time was spent on adjusting the sound for the Flare gun audio. Today I will describe how I constructed its sound.
So a short description of our game: One plays as a diver who is supposed to explore shipwrecks deep down into the ocean. The goal is to find a specific amount of mutated algae in order to complete the game. […]

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Program: Graphics

Ambient pressure voice logs

This week I have been working on developing a radio voice for our game Ambient pressure. The voice supports the narrative and gives the player a quick tutorial of what the goal is. It also gives a hint of the dangers the diver is about to face.
For this artefact, me and David Crosson wrote a script of what the voice was supposed to say. The first time that the voice appears is in the first level. In summary it tells […]

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Program: Graphics

Ambient pressure voice logs

This week I have been working on developing a radio voice for our game Ambient pressure. The voice supports the narrative and gives the player a quick tutorial of what the goal is. It also gives a hint of the dangers the diver is about to face.
For this artefact, me and David Crosson wrote a script of what the voice was supposed to say. The first time that the voice appears is in the first level. In summary it tells […]

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Program: Graphics

The sound of suffocation


This week I have been working on developing the sound for power ups and state artifacts for our game. The one I will describe today is the state-sound for when the avatar lacks of oxygen. Since the avatar is underwater during the entire gameplay, she has a tank on her back that delivers oxygen. The amount of oxygen is displayed on the hud along with ammo and the amount of samples that the player has collected. As time goes, […]

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Program: Graphics

The sound of suffocation


This week I have been working on developing the sound for power ups and state artifacts for our game. The one I will describe today is the state-sound for when the avatar lacks of oxygen. Since the avatar is underwater during the entire gameplay, she has a tank on her back that delivers oxygen. The amount of oxygen is displayed on the hud along with ammo and the amount of samples that the player has collected. As time goes, […]

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Program: Graphics