Author Archives: Tony Högye

About Tony Högye

2014  Graphics

Big Game Blog 7

Environment Art and Scene Building Funtimes
So constructing the final scene took a while. Considering how much iterations i had to go through for different pieces and the different prototypes i had to set up to try to get the visuals to work with the level design with all its different demands and  different lighting conditions (we have a few of those). Like for example how some parts of the level had to be outdoor, and some had to be indoors. […]

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Program: Graphics

Big Game Blog 7

Environment Art and Scene Building Funtimes
So constructing the final scene took a while. Considering how much iterations i had to go through for different pieces and the different prototypes i had to set up to try to get the visuals to work with the level design with all its different demands and  different lighting conditions (we have a few of those). Like for example how some parts of the level had to be outdoor, and some had to be indoors. […]

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Program: Graphics

Big Game Blog 6

Water Particle Funtimes
So i made some water particles for the game.

So the waterfall consist of a main particle and a adjustable submitter for collision. To save performance (not necessary really, but hey why not…) i just manually placed all the watersmoke. Actually using the legacy particle system for these water effects because i used some preexisting settings that i found. The plan was to re-integrate it into the shuriken system, but like with so many other things, i kinda ran […]

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Program: Graphics

Big Game Blog 6

Water Particle Funtimes
So i made some water particles for the game.

So the waterfall consist of a main particle and a adjustable submitter for collision. To save performance (not necessary really, but hey why not…) i just manually placed all the watersmoke. Actually using the legacy particle system for these water effects because i used some preexisting settings that i found. The plan was to re-integrate it into the shuriken system, but like with so many other things, i kinda ran […]

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Program: Graphics

Big Game Blog 5

Speedy Trees Funtimes
So i made some tree models for the game. There’s alot of cool things speedtree can offer you. One of the biggest selling points for us was the modeling time it saved. Additionally the wind feature incorporated into Unity’s wind zone system made it a real gem that saved us the time of creating custom shaders using vertex color animation. A real nice time saver to say the least. Models and alphas setups by me. Game ready textures […]

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Program: Graphics

Big Game Blog 5

Speedy Trees Funtimes
So i made some tree models for the game. There’s alot of cool things speedtree can offer you. One of the biggest selling points for us was the modeling time it saved. Additionally the wind feature incorporated into Unity’s wind zone system made it a real gem that saved us the time of creating custom shaders using vertex color animation. A real nice time saver to say the least. Models and alphas setups by me. Game ready textures […]

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Program: Graphics

Big Game Blog 4

Modular Fun Times
So i made some modular house pieces that i assembled into the clunky house thingy you see in the background. All the pieces share 3 different texture atlases and can also be exported as separate pieces and use individually inside the engine,  which i took advantage of quiet a lot. I really wanted to work on this some more and make a better collection of assets that could be assembled into better and slightly bigger modular pieces to […]

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Program: Graphics

Big Game Blog 4

Modular Fun Times
So i made some modular house pieces that i assembled into the clunky house thingy you see in the background. All the pieces share 3 different texture atlases and can also be exported as separate pieces and use individually inside the engine,  which i took advantage of quiet a lot. I really wanted to work on this some more and make a better collection of assets that could be assembled into better and slightly bigger modular pieces to […]

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Program: Graphics

Big Game Blog 3

Water Funtimes
Been fixing up a completely new custom shader for our ingame water. Had alot fo fun with this, but it sure took a long time. I still want to fiddle around with it some more, im not completely happy with the surface refraction and the edge foam at the moment. But it will have to be postponed slightly since i’ve got some other things to take care of this week.
Here is a Screen:

Here’s a video link to see the […]

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Program: Graphics

Big Game Blog 3

Water Funtimes
Been fixing up a completely new custom shader for our ingame water. Had alot fo fun with this, but it sure took a long time. I still want to fiddle around with it some more, im not completely happy with the surface refraction and the edge foam at the moment. But it will have to be postponed slightly since i’ve got some other things to take care of this week.
Here is a Screen:

Here’s a video link to see the […]

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Program: Graphics

Big Game Blog 2

Shader Funtimes
So for this week i have been doing a lot of different things. But some of the most interesting was to create some custom shaders. This is not any final stuff, and i still have some figuring out to do in order to make use of the efficiently. But anyways, here are some refraction shader variations i created using shaderforge:
Watch below! (if you can bear the horrible gif. quality)
Possible water refractions
//giphy.com/embed/aDwGuCJyBnocw
Working on some possible projectile effects
//giphy.com/embed/moh3eAoYAL5aU
 

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Program: Graphics

Big Game Blog 2

Shader Funtimes
So for this week i have been doing a lot of different things. But some of the most interesting was to create some custom shaders. This is not any final stuff, and i still have some figuring out to do in order to make use of the efficiently. But anyways, here are some refraction shader variations i created using shaderforge:
Watch below! (if you can bear the horrible gif. quality)
Possible water refractions
//giphy.com/embed/aDwGuCJyBnocw
Working on some possible projectile effects
//giphy.com/embed/moh3eAoYAL5aU
 

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Program: Graphics

Big Game Blog 1

Preparing the main character – Neiva
So its time for some mandatory blogging for Big Game project. So for eight (or something) weeks i am going to be updating here about some of the stuff i am working on. So for this week: skinning and rigging preparation!
So we got ourselves a main character called Neiva. And Neiva is supposed to jump and run around and behave in your typical animated fashion. So to do this we need a rigged and skinned […]

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Program: Graphics

Big Game Blog 1

Preparing the main character – Neiva
So its time for some mandatory blogging for Big Game project. So for eight (or something) weeks i am going to be updating here about some of the stuff i am working on. So for this week: skinning and rigging preparation!
So we got ourselves a main character called Neiva. And Neiva is supposed to jump and run around and behave in your typical animated fashion. So to do this we need a rigged and skinned […]

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Program: Graphics

Space Shooter Project. Blog 6. Level Logistics

So for this blogpost I am going to go through some logistical solutions regarding our level design. We have so far had a few problems in structuring our level. This is mainly due to the fact that we lack a proper tilemap. Hence we are placing interactive objects through hard coding. This makes moving objects around and testing different level structures very tedious. In addition to this we have certain graphical aspects of our level which needs to correspond with […]

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Program: Graphics

Space Shooter Project. Blog 6. Level Logistics

So for this blogpost I am going to go through some logistical solutions regarding our level design. We have so far had a few problems in structuring our level. This is mainly due to the fact that we lack a proper tilemap. Hence we are placing interactive objects through hard coding. This makes moving objects around and testing different level structures very tedious. In addition to this we have certain graphical aspects of our level which needs to correspond with […]

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Program: Graphics

Space Shooter Project. Blog 5. GUI

So this week I have been working on the overall GUI for our game Mole Munch. This includes all the different menus and screens as well as the final HUD for the game. It has been a bit more work than I expected, probably because I made it slightly more extensive than it would actually have to be. Just as a quick example I made a level select screen because we planned some additional smaller levels as well as a […]

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Program: Graphics

Space Shooter Project. Blog 5. GUI

So this week I have been working on the overall GUI for our game Mole Munch. This includes all the different menus and screens as well as the final HUD for the game. It has been a bit more work than I expected, probably because I made it slightly more extensive than it would actually have to be. Just as a quick example I made a level select screen because we planned some additional smaller levels as well as a […]

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Program: Graphics

Space Shooter Project. Blog 4. Eagle Animation

So for this week I am going to go through a movement animation for one of our game enemies – The Eagle. It is not one of the higher priority animations for our game however which is why its creation has been delayed quite a bit. It is also not entirely completed yet, but an atlas has been made so the programmers have something to use and try the basic animation with. So a short summary of what part the […]

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Program: Graphics

Space Shooter Project. Blog 4. Eagle Animation

So for this week I am going to go through a movement animation for one of our game enemies – The Eagle. It is not one of the higher priority animations for our game however which is why its creation has been delayed quite a bit. It is also not entirely completed yet, but an atlas has been made so the programmers have something to use and try the basic animation with. So a short summary of what part the […]

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Program: Graphics

Space Shooter Project. Blog 3. HUD Mockups

So for this blogpost I am going to go through some different HUD variations that I have been working on for our game Mole Munch. Our HUD does not have to feature a lot of different information but what it entails still needs to be displayed clearly and work artistically with the rest of the game. We have also pretty recently begun working on our interface and not everything is set in stone as far as its design goes. These […]

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Program: Graphics

Space Shooter Project. Blog 3. HUD Mockups

So for this blogpost I am going to go through some different HUD variations that I have been working on for our game Mole Munch. Our HUD does not have to feature a lot of different information but what it entails still needs to be displayed clearly and work artistically with the rest of the game. We have also pretty recently begun working on our interface and not everything is set in stone as far as its design goes. These […]

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Program: Graphics

Space Shooter Project. Blog 2. Potential challenges.

So this blog post is going to be significantly less informative and with a bit more speculations than the previous one. This is due to the fact that the work I have done recently have been documenting our game which isn’t much of an actual game artifact. I have however started working on some outlines for potential challenges involving our score system in combination with different enemies. To understand this you need to be aware of how some of our […]

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Program: Graphics

Space Shooter Project. Blog 2. Potential challenges.

So this blog post is going to be significantly less informative and with a bit more speculations than the previous one. This is due to the fact that the work I have done recently have been documenting our game which isn’t much of an actual game artifact. I have however started working on some outlines for potential challenges involving our score system in combination with different enemies. To understand this you need to be aware of how some of our […]

/ Comments Off on Space Shooter Project. Blog 2. Potential challenges.
Program: Graphics