Browsing 'Graphics': Posts from Game Design and Graphics
Ready for Alpha – Week 3
The Alpha is ready to go, we’re implemented the key features for the tutorial at the beginning of the game.
The main assignment I’ve had this week was to fill the terrain with vegetation, placing trees, rocks, blueberry bushes, mushrooms, grass and initial textures.
It has been a diffucult job, although I didn’t think through where to put every asset because it is the alpha. I will.. later in the process place the environment assets more thought out across the terrain, thinking […]
Ready for Alpha – Week 3
The Alpha is ready to go, we’re implemented the key features for the tutorial at the beginning of the game.
The main assignment I’ve had this week was to fill the terrain with vegetation, placing trees, rocks, blueberry bushes, mushrooms, grass and initial textures.
It has been a diffucult job, although I didn’t think through where to put every asset because it is the alpha. I will.. later in the process place the environment assets more thought out across the terrain, thinking […]
A Slow “Big Game Project” Week
This week passed by really fast and not much work was done. First two days I finished UV-texturing the commander him self (not the building) and I was really pleased by the final results but then I was assigned a new task, to 3D-model a fountain. At each teams base there is supposed to be some sort of holy sculpture of a troll healing the players close to it.
I started of modeling it and finishing the UV-texture. I even made […]
A Slow “Big Game Project” Week
This week passed by really fast and not much work was done. First two days I finished UV-texturing the commander him self (not the building) and I was really pleased by the final results but then I was assigned a new task, to 3D-model a fountain. At each teams base there is supposed to be some sort of holy sculpture of a troll healing the players close to it.
I started of modeling it and finishing the UV-texture. I even made […]
Big game project – E.R.A – Eternal Resonance : Arena – Post 2
Our work on the graphical part of ERA has been running smooth, the other two has been working really swift and so we’ve gotten a lot of the content checked off our list. Almost all models for the game is done and now on we will have a lot of texturing and particle effects to create. After the quality time with the graphics teachers we came to the conclusion that i had to write a style guide for our game, […]
Big game project – E.R.A – Eternal Resonance : Arena – Post 2
Our work on the graphical part of ERA has been running smooth, the other two has been working really swift and so we’ve gotten a lot of the content checked off our list. Almost all models for the game is done and now on we will have a lot of texturing and particle effects to create. After the quality time with the graphics teachers we came to the conclusion that i had to write a style guide for our game, […]
A Slow “Big Game Project” Week
This week passed by really fast and not much work was done. First two days I finished UV-texturing the commander him self (not the building) and I was really pleased by the final results but then I was assigned a new task, to 3D-model a fountain. At each teams base there is supposed to be some sort of holy sculpture of a troll healing the players close to it.
I started of modeling it and finishing the UV-texture. I even made […]
A Slow “Big Game Project” Week
This week passed by really fast and not much work was done. First two days I finished UV-texturing the commander him self (not the building) and I was really pleased by the final results but then I was assigned a new task, to 3D-model a fountain. At each teams base there is supposed to be some sort of holy sculpture of a troll healing the players close to it.
I started of modeling it and finishing the UV-texture. I even made […]
Big game project – E.R.A – Eternal Resonance : Arena – Post 2
Our work on the graphical part of ERA has been running smooth, the other two has been working really swift and so we’ve gotten a lot of the content checked off our list. Almost all models for the game is done and now on we will have a lot of texturing and particle effects to create. After the quality time with the graphics teachers we came to the conclusion that i had to write a style guide for our game, […]
Big game project – E.R.A – Eternal Resonance : Arena – Post 2
Our work on the graphical part of ERA has been running smooth, the other two has been working really swift and so we’ve gotten a lot of the content checked off our list. Almost all models for the game is done and now on we will have a lot of texturing and particle effects to create. After the quality time with the graphics teachers we came to the conclusion that i had to write a style guide for our game, […]
The wolves are walking!
Today has been the deadline for our Alpha. The official Alpha is however one week to go but our group wanted the Alpha to be finished today and that means we need walking wolves!
Needless to say, I have been working with the wolf animations this week and it has been focusing on Run, Attack, eat and Howl.
When I worked on the attack animation I first was planning to make them bite and stand their ground but later changed it to […]
The wolves are walking!
Today has been the deadline for our Alpha. The official Alpha is however one week to go but our group wanted the Alpha to be finished today and that means we need walking wolves!
Needless to say, I have been working with the wolf animations this week and it has been focusing on Run, Attack, eat and Howl.
When I worked on the attack animation I first was planning to make them bite and stand their ground but later changed it to […]
The wolves are walking!
Today has been the deadline for our Alpha. The official Alpha is however one week to go but our group wanted the Alpha to be finished today and that means we need walking wolves!
Needless to say, I have been working with the wolf animations this week and it has been focusing on Run, Attack, eat and Howl.
When I worked on the attack animation I first was planning to make them bite and stand their ground but later changed it to […]
The wolves are walking!
Today has been the deadline for our Alpha. The official Alpha is however one week to go but our group wanted the Alpha to be finished today and that means we need walking wolves!
Needless to say, I have been working with the wolf animations this week and it has been focusing on Run, Attack, eat and Howl.
When I worked on the attack animation I first was planning to make them bite and stand their ground but later changed it to […]
Animation marathon
This week has been mostly about animating. First of was “Snappy” our alligator snapping turtle boss. Two attacks and a walking animation as we’re doing on most of our characters. In the first attack he swings a huge mace one handed and the other attack is a ground stomp as shown below. I worked in Motionbuilder and uses as few keyframes as I could (as more always seems to mess it up) and make them as powerful as I could.
This week has been mostly about animating. First of was “Snappy” our alligator snapping turtle boss. Two attacks and a walking animation as we’re doing on most of our characters. In the first attack he swings a huge mace one handed and the other attack is a ground stomp as shown below. I worked in Motionbuilder and uses as few keyframes as I could (as more always seems to mess it up) and make them as powerful as I could.
Animation marathon
Animation marathon
This week has been mostly about animating. First of was “Snappy” our alligator snapping turtle boss. Two attacks and a walking animation as we’re doing on most of our characters. In the first attack he swings a huge mace one handed and the other attack is a ground stomp as shown below. I worked in Motionbuilder and uses as few keyframes as I could (as more always seems to mess it up) and make them as powerful as I could.
This week has been mostly about animating. First of was “Snappy” our alligator snapping turtle boss. Two attacks and a walking animation as we’re doing on most of our characters. In the first attack he swings a huge mace one handed and the other attack is a ground stomp as shown below. I worked in Motionbuilder and uses as few keyframes as I could (as more always seems to mess it up) and make them as powerful as I could.
Animation marathon
Logos
Today I have been working on a logotype for our team called “Lingonskogen” (Swedish for “the lingonberry forest”). We wanted to include lingonberries in the logo so the first thing I did was to research some reference photos and then make some quick sketches in Photoshop.
After drawing these and discussing with the team I got a clear picture of what we wanted to create and transferred the sketches to my sworn enemy called Illustrator. […]
Logos
Today I have been working on a logotype for our team called “Lingonskogen” (Swedish for “the lingonberry forest”). We wanted to include lingonberries in the logo so the first thing I did was to research some reference photos and then make some quick sketches in Photoshop.
After drawing these and discussing with the team I got a clear picture of what we wanted to create and transferred the sketches to my sworn enemy called Illustrator. […]
Megabuilding Concept Art
Concept art for the key landmark of the paper city. It will be the highest building placed in the very center. This is only a concept sketch, though, and might look different later in the game. It mostly resembles the Chrysler Building in NYC, because I liked how the texture of the cardboard would show on the layers edges.
Megabuilding Concept Art
Concept art for the key landmark of the paper city. It will be the highest building placed in the very center. This is only a concept sketch, though, and might look different later in the game. It mostly resembles the Chrysler Building in NYC, because I liked how the texture of the cardboard would show on the layers edges.
Megabuilding Concept Art
Concept art for the key landmark of the paper city. It will be the highest building placed in the very center. This is only a concept sketch, though, and might look different later in the game. It mostly resembles the Chrysler Building in NYC, because I liked how the texture of the cardboard would show on the layers edges.
Megabuilding Concept Art
Concept art for the key landmark of the paper city. It will be the highest building placed in the very center. This is only a concept sketch, though, and might look different later in the game. It mostly resembles the Chrysler Building in NYC, because I liked how the texture of the cardboard would show on the layers edges.