Author Archives: Ylva Ljungqvist
Tileable texture work
The past days I’ve been working on textures for a level in Mechropolis. It has been a bit of trial and error for me, as the first iterations was way too realistic. We decided early on to not bake textures from high poly 3D models as it would take too much time, so I went 2D at once. But default when I made a stone texture, I tried to make it look as realistic as possible, all while forgetting that it […]
Tileable texture work
The past days I’ve been working on textures for a level in Mechropolis. It has been a bit of trial and error for me, as the first iterations was way too realistic. We decided early on to not bake textures from high poly 3D models as it would take too much time, so I went 2D at once. But default when I made a stone texture, I tried to make it look as realistic as possible, all while forgetting that it […]
Tileable texture work
The past days I’ve been working on textures for a level in Mechropolis. It has been a bit of trial and error for me, as the first iterations was way too realistic. We decided early on to not bake textures from high poly 3D models as it would take too much time, so I went 2D at once. But default when I made a stone texture, I tried to make it look as realistic as possible, all while forgetting that it […]
Tileable texture work
The past days I’ve been working on textures for a level in Mechropolis. It has been a bit of trial and error for me, as the first iterations was way too realistic. We decided early on to not bake textures from high poly 3D models as it would take too much time, so I went 2D at once. But default when I made a stone texture, I tried to make it look as realistic as possible, all while forgetting that it […]
The beginning
And so we finish the first week of production.
I’ve been putting together a style guide for our game, something that’s invaluable for the production. Since I was the lead artist on the last project I worked on, King of the Thrill, I had already made one and could get to work at once. In this new styleguide I’ve shown the level of stylization, the color palettes in the different levels, general aesthetics of the game and how the levels differ, among […]
The beginning
And so we finish the first week of production.
I’ve been putting together a style guide for our game, something that’s invaluable for the production. Since I was the lead artist on the last project I worked on, King of the Thrill, I had already made one and could get to work at once. In this new styleguide I’ve shown the level of stylization, the color palettes in the different levels, general aesthetics of the game and how the levels differ, among […]
The beginning
And so we finish the first week of production.
I’ve been putting together a style guide for our game, something that’s invaluable for the production. Since I was the lead artist on the last project I worked on, King of the Thrill, I had already made one and could get to work at once. In this new styleguide I’ve shown the level of stylization, the color palettes in the different levels, general aesthetics of the game and how the levels differ, among […]
The beginning
And so we finish the first week of production.
I’ve been putting together a style guide for our game, something that’s invaluable for the production. Since I was the lead artist on the last project I worked on, King of the Thrill, I had already made one and could get to work at once. In this new styleguide I’ve shown the level of stylization, the color palettes in the different levels, general aesthetics of the game and how the levels differ, among […]
The latest version
Today we had yet another playtesting session. We got some critique on several of our systems that made us consider if we should change it. However, when playing with Adam he told us that it was a great game that he enjoyed a lot and we sholdn’t change much of anything.
We’ve decided that we still need to change the board a bit, and maybe consider adding another element. But it feels pretty solid at this point, so we’ll mostly polish […]
The latest version
Today we had yet another playtesting session. We got some critique on several of our systems that made us consider if we should change it. However, when playing with Adam he told us that it was a great game that he enjoyed a lot and we sholdn’t change much of anything.
We’ve decided that we still need to change the board a bit, and maybe consider adding another element. But it feels pretty solid at this point, so we’ll mostly polish […]
Playtesting
Today we held a playtesting session at school, where we let other groups playtest our game and we played other groups games.
We had managed to create a playable prototype of our board game the days before, but it was still very uncomplete. We need to make a lot of balancing, and probably change the board as well to match the cards. You can read about our game here.
The other groups games were interesting and one was really fun to […]
Playtesting
Today we held a playtesting session at school, where we let other groups playtest our game and we played other groups games.
We had managed to create a playable prototype of our board game the days before, but it was still very uncomplete. We need to make a lot of balancing, and probably change the board as well to match the cards. You can read about our game here.
The other groups games were interesting and one was really fun to […]
Doom’s Date
Last Friday I participated in our university’s game jam. The theme words were “Everyday” and “Doom”, and we had a mere 7 hours to make a game to submit.
The first I thought of was Doctor Doom (I mean, how could you not), and what is the game that would make most sense with Doctor Doom? A dating simulator of course. So we started working from that point, and after some stressful hours we had created Doom’s Date!
Be still my […]
Doom’s Date
Last Friday I participated in our university’s game jam. The theme words were “Everyday” and “Doom”, and we had a mere 7 hours to make a game to submit.
The first I thought of was Doctor Doom (I mean, how could you not), and what is the game that would make most sense with Doctor Doom? A dating simulator of course. So we started working from that point, and after some stressful hours we had created Doom’s Date!
Be still my […]
Board game group meeting
Today our group had a group meeting, talking about what everyone concluded in their analysis of the boardgames we played.
We’ve played The Settlers of Catan, Anima: Shadow of Omega and Fiasco. All games are very different and have been interesting to play and analyse back to back, really showing their different sides.
This makes me excited about what board game our group will finally come up with.
Board game group meeting
Today our group had a group meeting, talking about what everyone concluded in their analysis of the boardgames we played.
We’ve played The Settlers of Catan, Anima: Shadow of Omega and Fiasco. All games are very different and have been interesting to play and analyse back to back, really showing their different sides.
This makes me excited about what board game our group will finally come up with.