Browsing 'Graphics': Posts from Game Design and Graphics
Week 4
This week has been interesting and slightly frustrating. I had to start prioritize the graphical assets so we could start getting the important assents into our game.
We got some feedback on our graphical assets, primarly the mirrors used in our game: They needed a redesign. The static and dynamic mirror looked so alike, that the player couldn’t distinguish them apart, which caused some confusion according to our testers. I took the task to redesign the static mirror, as well the […]
Week 4
This week has been interesting and slightly frustrating. I had to start prioritize the graphical assets so we could start getting the important assents into our game.
We got some feedback on our graphical assets, primarly the mirrors used in our game: They needed a redesign. The static and dynamic mirror looked so alike, that the player couldn’t distinguish them apart, which caused some confusion according to our testers. I took the task to redesign the static mirror, as well the […]
Week 4
This week has been interesting and slightly frustrating. I had to start prioritize the graphical assets so we could start getting the important assents into our game.
We got some feedback on our graphical assets, primarly the mirrors used in our game: They needed a redesign. The static and dynamic mirror looked so alike, that the player couldn’t distinguish them apart, which caused some confusion according to our testers. I took the task to redesign the static mirror, as well the […]
Week 4
This week has been interesting and slightly frustrating. I had to start prioritize the graphical assets so we could start getting the important assents into our game.
We got some feedback on our graphical assets, primarly the mirrors used in our game: They needed a redesign. The static and dynamic mirror looked so alike, that the player couldn’t distinguish them apart, which caused some confusion according to our testers. I took the task to redesign the static mirror, as well the […]
4th Week of Big Game (Week 18)
This week we worked hard to get ready for the testing session we had this friday. I decorated my map so it would look pretty for the testers. I had to be careful where I placed decorations, so people wouldn’t ride into them. I also placed lights, this was a challange, because you need to lead the way with lights, but I also wanted to lit up cool stuff in the world, that ofcourse led to some problems, because players […]
4th Week of Big Game (Week 18)
This week we worked hard to get ready for the testing session we had this friday. I decorated my map so it would look pretty for the testers. I had to be careful where I placed decorations, so people wouldn’t ride into them. I also placed lights, this was a challange, because you need to lead the way with lights, but I also wanted to lit up cool stuff in the world, that ofcourse led to some problems, because players […]
Fourth Week of Big Game Project
The fourth week of big game project has ended and we have gotten a lot of things done.
I personally have been taken a deeper look into the unity particle system and also made some assets for the level designers to use.
I will be talking about the Ramp Building Kit in this post.
Since we need smooth surfaces for the player to ride upon the logical solution was to let the level designers make the ramps and pipes the way they wanted […]
Fourth Week of Big Game Project
The fourth week of big game project has ended and we have gotten a lot of things done.
I personally have been taken a deeper look into the unity particle system and also made some assets for the level designers to use.
I will be talking about the Ramp Building Kit in this post.
Since we need smooth surfaces for the player to ride upon the logical solution was to let the level designers make the ramps and pipes the way they wanted […]
Fourth Week of Big Game Project
The fourth week of big game project has ended and we have gotten a lot of things done.
I personally have been taken a deeper look into the unity particle system and also made some assets for the level designers to use.
I will be talking about the Ramp Building Kit in this post.
Since we need smooth surfaces for the player to ride upon the logical solution was to let the level designers make the ramps and pipes the way they wanted […]
Fourth Week of Big Game Project
The fourth week of big game project has ended and we have gotten a lot of things done.
I personally have been taken a deeper look into the unity particle system and also made some assets for the level designers to use.
I will be talking about the Ramp Building Kit in this post.
Since we need smooth surfaces for the player to ride upon the logical solution was to let the level designers make the ramps and pipes the way they wanted […]
Hands everywhere
So these past weeks I’ve been working on the hands, that is: the mesh, the rig, and the animations. So these past weeks I’ve been working on the hands, that is: the mesh, the rig, and the animations.
The design of the hands and the device was finalized early the second week of work.
Making the mesh for the hands went pretty smoothly. I worried that I couldn’t make the hands look good and function well with a limited triscount but when I was satisfied with how they looked the tris count wasn’t really that high so I worried over nothing.
Hands everywhere
The design of the hands and the device was finalized early the second week of work.
Making the mesh for the hands went pretty smoothly. I worried that I couldn’t make the hands look good and function well with a limited triscount but when I was satisfied with how they looked the tris count wasn’t really that high so I worried over nothing.
Hands everywhere
So these past weeks I’ve been working on the hands, that is: the mesh, the rig, and the animations. So these past weeks I’ve been working on the hands, that is: the mesh, the rig, and the animations.
The design of the hands and the device was finalized early the second week of work.
Making the mesh for the hands went pretty smoothly. I worried that I couldn’t make the hands look good and function well with a limited triscount but when I was satisfied with how they looked the tris count wasn’t really that high so I worried over nothing.
Hands everywhere
The design of the hands and the device was finalized early the second week of work.
Making the mesh for the hands went pretty smoothly. I worried that I couldn’t make the hands look good and function well with a limited triscount but when I was satisfied with how they looked the tris count wasn’t really that high so I worried over nothing.
Big game project – Testing tessellation in unreal engine 4
This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]
Big game project – Testing tessellation in unreal engine 4
This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]
Big game project – Testing tessellation in unreal engine 4
This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]
Big game project – Testing tessellation in unreal engine 4
This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]
Week 4
During this week I continued to work with the animations for the main character, I managed to finish all the essential animations, so this will be a post with alot of videos.
Next week I will start on animations that will be used in the main menu, in the main menu the character will be laying on the ground trying to get up, I think creating those animations will be alot of fun, if I manage to complete all of them […]
Week 4
During this week I continued to work with the animations for the main character, I managed to finish all the essential animations, so this will be a post with alot of videos.
Next week I will start on animations that will be used in the main menu, in the main menu the character will be laying on the ground trying to get up, I think creating those animations will be alot of fun, if I manage to complete all of them […]
Rubber Crossbow
This post is a bit late, we finished this project a few weeks ago, and I’m now working on an entirely different project that I hope to write some about in the future. However, I still wanted to post this final artifact report/description thing that I wrote. Good day.
For the main characters primary weapon, we chose a crossbow that fires needles. I didn’t put that very much effort into designing the the looks of the weapon, I simply went for a […]
Rubber Crossbow
This post is a bit late, we finished this project a few weeks ago, and I’m now working on an entirely different project that I hope to write some about in the future. However, I still wanted to post this final artifact report/description thing that I wrote. Good day.
For the main characters primary weapon, we chose a crossbow that fires needles. I didn’t put that very much effort into designing the the looks of the weapon, I simply went for a […]
Rubber Crossbow
This post is a bit late, we finished this project a few weeks ago, and I’m now working on an entirely different project that I hope to write some about in the future. However, I still wanted to post this final artifact report/description thing that I wrote. Good day.
For the main characters primary weapon, we chose a crossbow that fires needles. I didn’t put that very much effort into designing the the looks of the weapon, I simply went for a […]
Rubber Crossbow
This post is a bit late, we finished this project a few weeks ago, and I’m now working on an entirely different project that I hope to write some about in the future. However, I still wanted to post this final artifact report/description thing that I wrote. Good day.
For the main characters primary weapon, we chose a crossbow that fires needles. I didn’t put that very much effort into designing the the looks of the weapon, I simply went for a […]