Author Archives: William Höglund Mayer

BGP Week 8: End Game

We are finally at the end of the last week and we are pretty much done. We could have fleshed out the level with some more variation among the props, but it was not really necessary. It had been nice if we had time to rework the level layout, since we did not really get the visual progression we were after. Still looks appealing though.
We did get the boss into the game, even though we considered scrapping him for a […]

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Program: Graphics

BGP Week 8: End Game

We are finally at the end of the last week and we are pretty much done. We could have fleshed out the level with some more variation among the props, but it was not really necessary. It had been nice if we had time to rework the level layout, since we did not really get the visual progression we were after. Still looks appealing though.
We did get the boss into the game, even though we considered scrapping him for a […]

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Program: Graphics

BGP Week 7: Beta

Crunch, crunch, crunch. This week was beta week, and we had been working late to get as much done as possible, some days as late as 2 am. We have accomplished more this week than during any previous week. Personally I animated the ghoul character and painted more textures than I can count. However, there is still much that has to be done. There environment is near completion, but the character texture might require a repaint, spells need more impact […]

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Program: Graphics

BGP Week 7: Beta

Crunch, crunch, crunch. This week was beta week, and we had been working late to get as much done as possible, some days as late as 2 am. We have accomplished more this week than during any previous week. Personally I animated the ghoul character and painted more textures than I can count. However, there is still much that has to be done. There environment is near completion, but the character texture might require a repaint, spells need more impact […]

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Program: Graphics

BGP Week 6: Beautiful World

The level is finally starting to look finished. The environment has been furnished with textures and props, and all spells, while still requiring a lot of polish, have been implemented. It actually surprised me, how good the game looked when the graphics were implemented. At first I was worried it would be difficult to get the color progression right throughout the level. However, with Unreal’s lighting, it turned out beautifully. I can see why the engine is called “Unreal”.

I have […]

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Program: Graphics

BGP Week 6: Beautiful World

The level is finally starting to look finished. The environment has been furnished with textures and props, and all spells, while still requiring a lot of polish, have been implemented. It actually surprised me, how good the game looked when the graphics were implemented. At first I was worried it would be difficult to get the color progression right throughout the level. However, with Unreal’s lighting, it turned out beautifully. I can see why the engine is called “Unreal”.

I have […]

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Program: Graphics

BGP Week 5: Alpha

One of the major events this week was the alpha testing session. This was probably one of the most important events that occurred during the last few weeks, since we received some really valuable feedback from two members of the industry.  We were told that the most interesting part of the game was the story, which does not come through in the demo we are making. They suggested that we should try to get at least a little bit of it […]

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Program: Graphics

BGP Week 5: Alpha

One of the major events this week was the alpha testing session. This was probably one of the most important events that occurred during the last few weeks, since we received some really valuable feedback from two members of the industry.  We were told that the most interesting part of the game was the story, which does not come through in the demo we are making. They suggested that we should try to get at least a little bit of it […]

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Program: Graphics

BGP Week 4: Sticks and Stones

I became ill this week, went to a few doctor’s appointments, prepared for the “public discussion” of our reports, and participated in the pre-alpha testing, so I did not get as much time on the project as I should have needed. During the short time that I managed to spend on the project, I made a  couple of textures for props and environment. We needed to get some more textures, or at least colors into the geame world, so we could […]

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Program: Graphics

BGP Week 4: Sticks and Stones

I became ill this week, went to a few doctor’s appointments, prepared for the “public discussion” of our reports, and participated in the pre-alpha testing, so I did not get as much time on the project as I should have needed. During the short time that I managed to spend on the project, I made a  couple of textures for props and environment. We needed to get some more textures, or at least colors into the geame world, so we could […]

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Program: Graphics

BGP Week 3: Ghouls

We are progressing steadily, jump animations and spells has been implemented, and placeholder enemies have been given functional AI. The boss unit has been given it’s first set of animations, along with some planned recoloring, that I’ll get into later. The cave has also begun to take shape, with several assets being modeled by our 3D artists this week.
Personally, I’ve been been working on animations and concept art, as usually. I Made the concept art for the ghoul, an undead […]

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Program: Graphics

BGP Week 3: Ghouls

We are progressing steadily, jump animations and spells has been implemented, and placeholder enemies have been given functional AI. The boss unit has been given it’s first set of animations, along with some planned recoloring, that I’ll get into later. The cave has also begun to take shape, with several assets being modeled by our 3D artists this week.
Personally, I’ve been been working on animations and concept art, as usually. I Made the concept art for the ghoul, an undead […]

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Program: Graphics

BGP Week Two: Style Guides

I spent this week animating new animations for Mokhtar, as well as making a style guide, and more concept art.
We realized that we had very little documentation of the actual art style, we all knew it was going to be stylized, with bright colors and an Arabic theme,  but the rest was only in my head and visible in the concept art, so I sat down to produce a style guide and some mood boards.

The style guide points out what […]

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Program: Graphics

BGP Week Two: Style Guides

I spent this week animating new animations for Mokhtar, as well as making a style guide, and more concept art.
We realized that we had very little documentation of the actual art style, we all knew it was going to be stylized, with bright colors and an Arabic theme,  but the rest was only in my head and visible in the concept art, so I sat down to produce a style guide and some mood boards.

The style guide points out what […]

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Program: Graphics

BGP Week One: Getting Started

Last week we started off with the big game project, and I’ll be back blogging about it. Were making an Arabic themed action adventure game, I won’t go into detail on what it’s about right now, but I’m sure I’ll write some about it later on.
The first week started off quite slowly, we hadn’t assembled the full group yet, and we were spend most of the time setting up the “office”, scrum documents and planning. We already had a bit of a head start, […]

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Program: Graphics

BGP Week One: Getting Started

Last week we started off with the big game project, and I’ll be back blogging about it. Were making an Arabic themed action adventure game, I won’t go into detail on what it’s about right now, but I’m sure I’ll write some about it later on.
The first week started off quite slowly, we hadn’t assembled the full group yet, and we were spend most of the time setting up the “office”, scrum documents and planning. We already had a bit of a head start, […]

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Program: Graphics

3D Character, another update


Since I am quite busy, I will try to keep this short. The model and textures are pretty much done. There is some tweaking that can be done at places, for instance the shoulder puffs, which do look a little bit odd at this time.
There is also a missing polygon on the hat that only disappears in UDK, and a disfunctional alpha texture. There is also some ugly seems under his crouch, however, that might not be of such […]

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Program: Graphics

3D Character, another update


Since I am quite busy, I will try to keep this short. The model and textures are pretty much done. There is some tweaking that can be done at places, for instance the shoulder puffs, which do look a little bit odd at this time.
There is also a missing polygon on the hat that only disappears in UDK, and a disfunctional alpha texture. There is also some ugly seems under his crouch, however, that might not be of such […]

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Program: Graphics

3D Character, another update


Since I am quite busy, I will try to keep this short. The model and textures are pretty much done. There is some tweaking that can be done at places, for instance the shoulder puffs, which do look a little bit odd at this time.
There is also a missing polygon on the hat that only disappears in UDK, and a disfunctional alpha texture. There is also some ugly seems under his crouch, however, that might not be of such […]

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Program: Graphics

3D Character, another update


Since I am quite busy, I will try to keep this short. The model and textures are pretty much done. There is some tweaking that can be done at places, for instance the shoulder puffs, which do look a little bit odd at this time.
There is also a missing polygon on the hat that only disappears in UDK, and a disfunctional alpha texture. There is also some ugly seems under his crouch, however, that might not be of such […]

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Program: Graphics

Photogrammetry and Stuff

I read Andrzej Poznanski’s article; ‘Visual Revolution of The Vanishing of Ethan Carter’, and was quite fascinated with what they could do. However, I am wondering, getting the model to render appropriately was quite some trouble, the main pro of this method was to get believable wear and tear etc, and the model must still modified to reduce poly count and get a nice edge flow. Would it not be just a easy to just take reference photos, model the model yourself, […]

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Program: Graphics

Photogrammetry and Stuff

I read Andrzej Poznanski’s article; ‘Visual Revolution of The Vanishing of Ethan Carter’, and was quite fascinated with what they could do. However, I am wondering, getting the model to render appropriately was quite some trouble, the main pro of this method was to get believable wear and tear etc, and the model must still modified to reduce poly count and get a nice edge flow. Would it not be just a easy to just take reference photos, model the model yourself, […]

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Program: Graphics

Photogrammetry and Stuff

I read Andrzej Poznanski’s article; ‘Visual Revolution of The Vanishing of Ethan Carter’, and was quite fascinated with what they could do. However, I am wondering, getting the model to render appropriately was quite some trouble, the main pro of this method was to get believable wear and tear etc, and the model must still modified to reduce poly count and get a nice edge flow. Would it not be just a easy to just take reference photos, model the model yourself, […]

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Program: Graphics

Photogrammetry and Stuff

I read Andrzej Poznanski’s article; ‘Visual Revolution of The Vanishing of Ethan Carter’, and was quite fascinated with what they could do. However, I am wondering, getting the model to render appropriately was quite some trouble, the main pro of this method was to get believable wear and tear etc, and the model must still modified to reduce poly count and get a nice edge flow. Would it not be just a easy to just take reference photos, model the model yourself, […]

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Program: Graphics