Browsing 'Graphics': Posts from Game Design and Graphics

The beginning

Introduction
Hi my Name is Viktor Bergman as of this week I am the lead designer of the big game project Sneaky Ninja. Over the time of a few weeks we will be creating a stealth puzzle game for the android market with a feudal japan ninja them.
week 1
We started by creating an asset list for programmers as well as grafiks so that everyone knew what to do. We also did a prototype for the basic movement mechanic in the game […]

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Program: Graphics

The beginning

Introduction
Hi my Name is Viktor Bergman as of this week I am the lead designer of the big game project Sneaky Ninja. Over the time of a few weeks we will be creating a stealth puzzle game for the android market with a feudal japan ninja them.
week 1
We started by creating an asset list for programmers as well as grafiks so that everyone knew what to do. We also did a prototype for the basic movement mechanic in the game […]

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Program: Graphics

Shield, Grabber and more Fusions

This week as been…MORE ROBOTS! Yey!
We had our Alpha this friday, so my goal was to have at least all the base robots finished and hopefully the fusions too. When we talked about it in the middle of the week, after I finished the shiled and only had the grabber left of the base robots, we decided tahta it was more important to have some of the fusions for the alpha. Therefore, I finished the fusions between Stationary + Shield […]

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Program: Graphics

Shield, Grabber and more Fusions

This week as been…MORE ROBOTS! Yey!
We had our Alpha this friday, so my goal was to have at least all the base robots finished and hopefully the fusions too. When we talked about it in the middle of the week, after I finished the shiled and only had the grabber left of the base robots, we decided tahta it was more important to have some of the fusions for the alpha. Therefore, I finished the fusions between Stationary + Shield […]

/ Comments Off on Shield, Grabber and more Fusions
Program: Graphics

Shield, Grabber and more Fusions

This week as been…MORE ROBOTS! Yey!
We had our Alpha this friday, so my goal was to have at least all the base robots finished and hopefully the fusions too. When we talked about it in the middle of the week, after I finished the shiled and only had the grabber left of the base robots, we decided tahta it was more important to have some of the fusions for the alpha. Therefore, I finished the fusions between Stationary + Shield […]

/ Comments Off on Shield, Grabber and more Fusions
Program: Graphics

Shield, Grabber and more Fusions

This week as been…MORE ROBOTS! Yey!
We had our Alpha this friday, so my goal was to have at least all the base robots finished and hopefully the fusions too. When we talked about it in the middle of the week, after I finished the shiled and only had the grabber left of the base robots, we decided tahta it was more important to have some of the fusions for the alpha. Therefore, I finished the fusions between Stationary + Shield […]

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Program: Graphics

Big Game Project – Week 3

Another week has passed! This week I’ve been doing even more 3D props and textures. I made a set of plants to help decorate the levels. We want the world to look very lush and tropical, so these things will be scattered all over the levels. A billboard made by the humans. We’re thinking of having some funny faux adverts on these, like the ones in Fallout 3 or Wall-E, to give a hint of how the human lifestyle was […]

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Program: Graphics

Big Game Project – Week 3

Another week has passed! This week I’ve been doing even more 3D props and textures. I made a set of plants to help decorate the levels. We want the world to look very lush and tropical, so these things will be scattered all over the levels. A billboard made by the humans. We’re thinking of having some funny faux adverts on these, like the ones in Fallout 3 or Wall-E, to give a hint of how the human lifestyle was […]

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Program: Graphics

Big Game Project – Week 3

Another week has passed! This week I’ve been doing even more 3D props and textures. I made a set of plants to help decorate the levels. We want the world to look very lush and tropical, so these things will be scattered all over the levels. A billboard made by the humans. We’re thinking of having some funny faux adverts on these, like the ones in Fallout 3 or Wall-E, to give a hint of how the human lifestyle was […]

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Program: Graphics

Big Game Project – Week 3

Another week has passed! This week I’ve been doing even more 3D props and textures. I made a set of plants to help decorate the levels. We want the world to look very lush and tropical, so these things will be scattered all over the levels. A billboard made by the humans. We’re thinking of having some funny faux adverts on these, like the ones in Fallout 3 or Wall-E, to give a hint of how the human lifestyle was […]

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Program: Graphics

BGP: Week 3

This week we finally had enough groundwork done for us to start planing the illustration for each card. The goal that I had for this week was to take all the card descriptions and turn them into a simple sketch. With over 20 cards that was a big challenge. There were still a bit of cleaning up in the documents an to better define curtain things. This of course slowed down the process but nothing dramatic, though it was a […]

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Program: Graphics

BGP: Week 3

This week we finally had enough groundwork done for us to start planing the illustration for each card. The goal that I had for this week was to take all the card descriptions and turn them into a simple sketch. With over 20 cards that was a big challenge. There were still a bit of cleaning up in the documents an to better define curtain things. This of course slowed down the process but nothing dramatic, though it was a […]

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Program: Graphics

The Big Game Projekt

The Big Game course officially started three weeks ago and so far it’s been an amazing journey. From the first day we’ve put all our hearts and souls into our MOBA/RTS game called E.R.A (Eternal Resonance Arena). Since the start of the project I cant say we (graphical artists) have encountered any real problems, its been fluently progressing, as a Technical Artist how ever I’ve learned that we have the adjust the graphics toward the Unity3D engine (which we are […]

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Program: Graphics

The Big Game Projekt

The Big Game course officially started three weeks ago and so far it’s been an amazing journey. From the first day we’ve put all our hearts and souls into our MOBA/RTS game called E.R.A (Eternal Resonance Arena). Since the start of the project I cant say we (graphical artists) have encountered any real problems, its been fluently progressing, as a Technical Artist how ever I’ve learned that we have the adjust the graphics toward the Unity3D engine (which we are […]

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Program: Graphics

The Big Game Projekt

The Big Game course officially started three weeks ago and so far it’s been an amazing journey. From the first day we’ve put all our hearts and souls into our MOBA/RTS game called E.R.A (Eternal Resonance Arena). Since the start of the project I cant say we (graphical artists) have encountered any real problems, its been fluently progressing, as a Technical Artist how ever I’ve learned that we have the adjust the graphics toward the Unity3D engine (which we are […]

/ Comments Off on The Big Game Projekt
Program: Graphics

The Big Game Projekt

The Big Game course officially started three weeks ago and so far it’s been an amazing journey. From the first day we’ve put all our hearts and souls into our MOBA/RTS game called E.R.A (Eternal Resonance Arena). Since the start of the project I cant say we (graphical artists) have encountered any real problems, its been fluently progressing, as a Technical Artist how ever I’ve learned that we have the adjust the graphics toward the Unity3D engine (which we are […]

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Program: Graphics

Corridors

I have also been planning out our connecting corridors which takes you to all the levels we will be using very lowpoly walls that has a highpoly normalmap, ao and cavity. There are some minor problems that hasn’t been solved yet. How will we solve the corridors where there are height differences such as stairs? There will have to be some tweaking done.
Highpoly version.

 
 
 
Lowpoly corridor real-time, The roof has been redone and the trimmings will get a new normal […]

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Program: Graphics

Corridors

I have also been planning out our connecting corridors which takes you to all the levels we will be using very lowpoly walls that has a highpoly normalmap, ao and cavity. There are some minor problems that hasn’t been solved yet. How will we solve the corridors where there are height differences such as stairs? There will have to be some tweaking done.
Highpoly version.

 
 
 
Lowpoly corridor real-time, The roof has been redone and the trimmings will get a new normal […]

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Program: Graphics

There will be mirrors.

 
The first mesh for the mirrors we will be using has been modeled, this is the first iteration and might change a bit. The mirror wont be able to turn vertical so the connecting axis on both sides are unnecessary. There is also a stationary mirror that the player can use the model is done but i ain’t go no picture, however there will be next week! 

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Program: Graphics

There will be mirrors.

 
The first mesh for the mirrors we will be using has been modeled, this is the first iteration and might change a bit. The mirror wont be able to turn vertical so the connecting axis on both sides are unnecessary. There is also a stationary mirror that the player can use the model is done but i ain’t go no picture, however there will be next week! 

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Program: Graphics

Let there be stones!

 
 
This week has included a lot of  stone modeling in zbrush. The stones will be used for our outdoor area where the player starts of the game, and will be combined together to create mountains and stray rocks. I have been using a lot of zbrush to get  that organic feeling and to model a highpoly version of the mesh to be able to extract a crisp normal map, ambient occlusion map and cavity maps to get the most out […]

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Program: Graphics

Let there be stones!

 
 
This week has included a lot of  stone modeling in zbrush. The stones will be used for our outdoor area where the player starts of the game, and will be combined together to create mountains and stray rocks. I have been using a lot of zbrush to get  that organic feeling and to model a highpoly version of the mesh to be able to extract a crisp normal map, ambient occlusion map and cavity maps to get the most out […]

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Program: Graphics

Corridors

I have also been planning out our connecting corridors which takes you to all the levels we will be using very lowpoly walls that has a highpoly normalmap, ao and cavity. There are some minor problems that hasn’t been solved yet. How will we solve the corridors where there are height differences such as stairs? There will have to be some tweaking done.
Highpoly version.

 
 
 
Lowpoly corridor real-time, The roof has been redone and the trimmings will get a new normal […]

/ Comments Off on Corridors
Program: Graphics

Corridors

I have also been planning out our connecting corridors which takes you to all the levels we will be using very lowpoly walls that has a highpoly normalmap, ao and cavity. There are some minor problems that hasn’t been solved yet. How will we solve the corridors where there are height differences such as stairs? There will have to be some tweaking done.
Highpoly version.

 
 
 
Lowpoly corridor real-time, The roof has been redone and the trimmings will get a new normal […]

/ Comments Off on Corridors
Program: Graphics