Author Archives: Sakarias Ståhl

About Sakarias Ståhl

2015 Graphics

Post processing

Hello! In this short post I would like to talk a bit about post-processing and the difference it makes. So to start of I would like to say a few words about what the vision was for how the game would look.
The vision we hade for the looks of the games where a dark and gloomy styilized realism that would play out in these old bunkers. The theme was very representetive of the aesthetic of distrust, and betreyal. o aiming […]

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Program: Graphics

Post processing

Hello! In this short post I would like to talk a bit about post-processing and the difference it makes. So to start of I would like to say a few words about what the vision was for how the game would look.
The vision we hade for the looks of the games where a dark and gloomy styilized realism that would play out in these old bunkers. The theme was very representetive of the aesthetic of distrust, and betreyal. o aiming […]

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Program: Graphics

The difference between a prop and the same prop

Hi! In this post I will talk about making prop prefabs in the engine in order to make the same mesh different. This is to make a single prop look different in the game. To start of what you need is a prop that is more than one mesh, is in seperate pieces. It can be a lot of things as long as the principle is the same, a lamp and its lamp-shade, bed and a matress, or a closet […]

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Program: Graphics

The difference between a prop and the same prop

Hi! In this post I will talk about making prop prefabs in the engine in order to make the same mesh different. This is to make a single prop look different in the game. To start of what you need is a prop that is more than one mesh, is in seperate pieces. It can be a lot of things as long as the principle is the same, a lamp and its lamp-shade, bed and a matress, or a closet […]

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Program: Graphics

Easy level making

Hi! In todays blogpost I would like to talk about how we made our levels in A Rat Betwixt.
The levels are designed around the game being square-grid based and around the overlooking camera angle.
The first step to creating  a room for the level is whiteboxing an idea in the engine. The one I am showing today ended up looking like this:
The whiteboxed room in the engine shot from straight above
As you can see in the picture I have left room […]

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Program: Graphics

Easy level making

Hi! In todays blogpost I would like to talk about how we made our levels in A Rat Betwixt.
The levels are designed around the game being square-grid based and around the overlooking camera angle.
The first step to creating  a room for the level is whiteboxing an idea in the engine. The one I am showing today ended up looking like this:
The whiteboxed room in the engine shot from straight above
As you can see in the picture I have left room […]

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Program: Graphics

Fixing the silhouette of a troll

Hi!
In this blogpost I would like to talk about the reiteration of the troll mesh for our game.
The troll of our game is a bigger enemy type, both in its appearence and as a threat. It’s inspiration and lore is that this old troll who resides in the bunker is an old John Bauer troll who, ever since he was insprisoned in the bunker some odd millenia ago, lives in the dark comfort of the bunker.
The idea we drew on […]

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Program: Graphics

Fixing the silhouette of a troll

Hi!
In this blogpost I would like to talk about the reiteration of the troll mesh for our game.
The troll of our game is a bigger enemy type, both in its appearence and as a threat. It’s inspiration and lore is that this old troll who resides in the bunker is an old John Bauer troll who, ever since he was insprisoned in the bunker some odd millenia ago, lives in the dark comfort of the bunker.
The idea we drew on […]

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Program: Graphics

The evolution of a particle effect

Hello! Today I am going to talk about my work on a particle effect in unity and how it developed through its making. This is going to be a shorter blog post but it will still cover everything that needs to be said about this particle system and how to develop them.
So buckle your pants and get ready to learn particle effects!
I will start by explaining the reason for the particle effect and the purpose for it in our game, […]

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Program: Graphics

The evolution of a particle effect

Hello! Today I am going to talk about my work on a particle effect in unity and how it developed through its making. This is going to be a shorter blog post but it will still cover everything that needs to be said about this particle system and how to develop them.
So buckle your pants and get ready to learn particle effects!
I will start by explaining the reason for the particle effect and the purpose for it in our game, […]

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Program: Graphics

The making of some fanatic

Hello! This segment is going to be about the design process of 1 character for our game A Rat Betwixt. So to start from the beginning I will explain this character, the world it lives in, and the ideas behind it and then tell you where we went from there.
But to understand the Dyrkare you have to understand the world it lives in.
The world of A Rat Betwixt takes place in the fallen Sweden 1000 years into the future.  Sweden […]

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Program: Graphics

The making of some fanatic

Hello! This segment is going to be about the design process of 1 character for our game A Rat Betwixt. So to start from the beginning I will explain this character, the world it lives in, and the ideas behind it and then tell you where we went from there.
But to understand the Dyrkare you have to understand the world it lives in.
The world of A Rat Betwixt takes place in the fallen Sweden 1000 years into the future.  Sweden […]

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Program: Graphics

Theme Park

Oh wow, I am saying it again, ooooohh wooow. What a week! It has been the first week for theme park, a course where I and my team will make an arcade game with an unusual input (that means we can’t use keyboard and mouse or a any handheld game controller). So me and my group have started working on a concept on a game where you play as a planet and you swing astroids using your gravitaional pull, that […]

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Program: Graphics

Theme Park

Oh wow, I am saying it again, ooooohh wooow. What a week! It has been the first week for theme park, a course where I and my team will make an arcade game with an unusual input (that means we can’t use keyboard and mouse or a any handheld game controller). So me and my group have started working on a concept on a game where you play as a planet and you swing astroids using your gravitaional pull, that […]

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Program: Graphics

Week 6 – Chilling out in the pause menu

Hello! This week, the last week of our game project, I have been tasked with iterating the paus screen for our game. The reason we needed a new one was because weren’t pleased with the old one. I chose this task because I was the one who made the original one, so I  guess I had some experience, I also have been the one making most of the GUI and HUD in our game.
So let’s start off.
In the beginning we […]

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Program: Graphics

Week 6 – Chilling out in the pause menu

Hello! This week, the last week of our game project, I have been tasked with iterating the paus screen for our game. The reason we needed a new one was because weren’t pleased with the old one. I chose this task because I was the one who made the original one, so I  guess I had some experience, I also have been the one making most of the GUI and HUD in our game.
So let’s start off.
In the beginning we […]

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Program: Graphics

Week 5 – potato drop

Hello!
This week I have been working on an animation. The animation is a box that is dropped from our player plane avatar, the box falls a short disctance and then opens its parachute. The reason why we put this animation in our game is because we needed more feedback so that the player better understands that she is delivering potatoes in our game.
I made this animation using frame to frame animation in Photoshop.
I started with creating a box in the […]

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Program: Graphics

Week 5 – potato drop

Hello!
This week I have been working on an animation. The animation is a box that is dropped from our player plane avatar, the box falls a short disctance and then opens its parachute. The reason why we put this animation in our game is because we needed more feedback so that the player better understands that she is delivering potatoes in our game.
I made this animation using frame to frame animation in Photoshop.
I started with creating a box in the […]

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Program: Graphics

Week 4 – Crash

This week I have been tasked with making the visuals for the ‘game over’ screen. The ‘game over’ screen is the screen that appears when the player loses the game in any way, it is not the screen that appears when the player has won the game. It is a screen that will tell the player that she has lost and that her options are to go back to main menu, quit, or to restart. When the player dies in […]

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Program: Graphics

Week 4 – Crash

This week I have been tasked with making the visuals for the ‘game over’ screen. The ‘game over’ screen is the screen that appears when the player loses the game in any way, it is not the screen that appears when the player has won the game. It is a screen that will tell the player that she has lost and that her options are to go back to main menu, quit, or to restart. When the player dies in […]

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Program: Graphics

Week 3 – Kaboom

This week I have been tasked with making the animation for the baked potato explosion. The baked potato is a power-up in our game, it is just a potato with a stick of dynamite in it, but it sure is effective at taking down 1920’s biplanes.
The reason why I was tasked with this is becuase, well, we needed an animation for this and I chose to do it.
Making the animation was not difficult, but since I am supposed to write […]

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Program: Graphics

Week 3 – Kaboom

This week I have been tasked with making the animation for the baked potato explosion. The baked potato is a power-up in our game, it is just a potato with a stick of dynamite in it, but it sure is effective at taking down 1920’s biplanes.
The reason why I was tasked with this is becuase, well, we needed an animation for this and I chose to do it.
Making the animation was not difficult, but since I am supposed to write […]

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Program: Graphics

Week 2 – GUI

This week I have been working on the games GUI. Our game is based on the concept ‘Potato Pirates on the prohibition’ and our player avatar is a plane from the 1920’s. So I have drawn inspiration from the cockpits of various 1920’s biplane and gauges from 1920’s cars.
We already had a GUI, but the artstyle in that GUI did clash with the artstyle of the rest of the game, aswell as it clashed with itself since there were 2 […]

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Program: Graphics

Week 2 – GUI

This week I have been working on the games GUI. Our game is based on the concept ‘Potato Pirates on the prohibition’ and our player avatar is a plane from the 1920’s. So I have drawn inspiration from the cockpits of various 1920’s biplane and gauges from 1920’s cars.
We already had a GUI, but the artstyle in that GUI did clash with the artstyle of the rest of the game, aswell as it clashed with itself since there were 2 […]

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Program: Graphics