Browsing 'Graphics': Posts from Game Design and Graphics

High-Poly Statues
As previously mentioned in this blog, I worked on creating statues for the gods in the game. When I last wrote a post about this I was almost finished with the low-poly for Anubis. I shortly after that started to work on Horus. To make life easier for everybody we decided to reuse Anubis body and replacing the head. This worked quite well and I only had to make some small alterations to Horus’s body.
When it was time for me […]

High-Poly Statues
As previously mentioned in this blog, I worked on creating statues for the gods in the game. When I last wrote a post about this I was almost finished with the low-poly for Anubis. I shortly after that started to work on Horus. To make life easier for everybody we decided to reuse Anubis body and replacing the head. This worked quite well and I only had to make some small alterations to Horus’s body.
When it was time for me […]

The Summoning – Blog Post 3
Hello again!
I am Peo Johansson, a graphical artist and resident sound designer on team Ninja Slice. We’re working on the game concept The Summoning.
I’ve already gone over the game concept itself in the previous blogs, so for this blog post I’ll just jump straight to the point. This time, I’ll write about a 3D model for a character in our game that I’ve worked on. To be specific, the second type of minion that the real time strategy side player control.
Unlike the minion […]

The Summoning – Blog Post 3
Hello again!
I am Peo Johansson, a graphical artist and resident sound designer on team Ninja Slice. We’re working on the game concept The Summoning.
I’ve already gone over the game concept itself in the previous blogs, so for this blog post I’ll just jump straight to the point. This time, I’ll write about a 3D model for a character in our game that I’ve worked on. To be specific, the second type of minion that the real time strategy side player control.
Unlike the minion […]

The Summoning 06
This is the last time that I will write this blog before Gotland Game Conference. This is also the part where I will write about the textures in the game.
For our game, The Summoning, the art style is kind of special. I have mentioned this before in previous posts. So, because the style is like ink on parchment paper the color needed to be minimalistic.
As the lead artist and communication with the producer it was decided to have color only […]

The Summoning 06
This is the last time that I will write this blog before Gotland Game Conference. This is also the part where I will write about the textures in the game.
For our game, The Summoning, the art style is kind of special. I have mentioned this before in previous posts. So, because the style is like ink on parchment paper the color needed to be minimalistic.
As the lead artist and communication with the producer it was decided to have color only […]

update #6 last minute aditions
Since it’s the last week and we are 99% done with all art most of the time is spent polishing all the existing assets.
We are balling around the idea of trying to add some sort off powerps to the game. powerups would be aquired from getting diffrent companies to sponsor your team.
So i made some quick logos for diffrent companies that would give the players car diffrent stat boosts.

update #6 last minute aditions
Since it’s the last week and we are 99% done with all art most of the time is spent polishing all the existing assets.
We are balling around the idea of trying to add some sort off powerps to the game. powerups would be aquired from getting diffrent companies to sponsor your team.
So i made some quick logos for diffrent companies that would give the players car diffrent stat boosts.

Part 5: Some thoughts on Color
Since Rune Mages uses Physically Based Rendering, there are some rules that must be followed for the highest visual fidelity and functionality. There are some general guidelines, such as The Comprehensive PBR Guide, that let’s you understand what values are PBR and which ones who arent. The Marmoset PBR guide is splendid as well.
So, with all these things in consideration, it is important to stay neutral in the albedo’s color. If the albedo is excessively saturated the surface will not remain […]

Part 5: Some thoughts on Color
Since Rune Mages uses Physically Based Rendering, there are some rules that must be followed for the highest visual fidelity and functionality. There are some general guidelines, such as The Comprehensive PBR Guide, that let’s you understand what values are PBR and which ones who arent. The Marmoset PBR guide is splendid as well.
So, with all these things in consideration, it is important to stay neutral in the albedo’s color. If the albedo is excessively saturated the surface will not remain […]

Refracted Fate: Tools
As things are going on still, I am making further misc items for the game – this time it is tools, something a lot of places would have. While it would have taken less time if 3DS Max didn’t crash on me and erase my progress once.
The next step is UV mapping once I’ve confirmed the size of the tools.
Mostly detail work at this point.

Refracted Fate: Tools
As things are going on still, I am making further misc items for the game – this time it is tools, something a lot of places would have. While it would have taken less time if 3DS Max didn’t crash on me and erase my progress once.
The next step is UV mapping once I’ve confirmed the size of the tools.
Mostly detail work at this point.
BGP – Day 39
Working on the Report
During this day all my time went into working on my report and preparing for an early opposition of the report. There is not much to add here!
As the game stands, we did not get nominated for SGA, but we will keep on polishing the game towards GGC this weekend. This include some minor tweaks and getting a stable frame rate. That is about it, I will make another post if I create anything new this week. […]
BGP – Day 39
Working on the Report
During this day all my time went into working on my report and preparing for an early opposition of the report. There is not much to add here!
As the game stands, we did not get nominated for SGA, but we will keep on polishing the game towards GGC this weekend. This include some minor tweaks and getting a stable frame rate. That is about it, I will make another post if I create anything new this week. […]

Writing a pitch
As the producer one of my responsibilities is to write the pitch for Gotland Game Conference. Each game that is participating in GGC gets five minutes to pitch their game in front of the jurors.
The pitch for Amenti has gone through many iterations, starting off in early December when we first came up with the idea and started to put it through the pitching process to get greenlighted for BGP.
I have reused some of that material, but I have rewritten […]

Writing a pitch
As the producer one of my responsibilities is to write the pitch for Gotland Game Conference. Each game that is participating in GGC gets five minutes to pitch their game in front of the jurors.
The pitch for Amenti has gone through many iterations, starting off in early December when we first came up with the idea and started to put it through the pitching process to get greenlighted for BGP.
I have reused some of that material, but I have rewritten […]
BGP Four: Progress report
It’s the day of the beta (May 18th), and the jury reviewing our game decided it’s good enough for GGC! Now for tweaking and polishing until GGC starts next weekend.
This week has so far felt like a mad dash to the finish line. Unfortunately I also caught some kind of flu which leaves me working from home AND working less than I’d like. Despite all this, our lead designer and I have managed to spice up and polish our level, replacing placeholders […]
BGP Four: Progress report
It’s the day of the beta (May 18th), and the jury reviewing our game decided it’s good enough for GGC! Now for tweaking and polishing until GGC starts next weekend.
This week has so far felt like a mad dash to the finish line. Unfortunately I also caught some kind of flu which leaves me working from home AND working less than I’d like. Despite all this, our lead designer and I have managed to spice up and polish our level, replacing placeholders […]

”Field study”
Hello again!
Last time I spoke about the pulsating sludge that is covering a field in the nightmare. When Olivia transforms the nightmare to a pleasant dream, the surroundings change and I wish to share what the field looks like then.
To start with, the field comes right after the player leaves the representation of Olivias old home. The setting is that she used to live on the countryside, hence the setting. However, the field is ruined in the nightmare. On the […]

”Field study”
Hello again!
Last time I spoke about the pulsating sludge that is covering a field in the nightmare. When Olivia transforms the nightmare to a pleasant dream, the surroundings change and I wish to share what the field looks like then.
To start with, the field comes right after the player leaves the representation of Olivias old home. The setting is that she used to live on the countryside, hence the setting. However, the field is ruined in the nightmare. On the […]

ORC DISMEMBERMENT! Week 3
HI!
This week I’ve been making some adjustments to the orcs body rig and finished off the face rig. Amputated legs and arms has also been created and rigged. I’ve dedicated allot of time on developing a good rig that without too many bones will provide the orc with some nice face expression capabilities.
Solving how the amputation system should work has been a task that I’ve tackled this week and some body rig and mesh changes had to be made because […]

ORC DISMEMBERMENT! Week 3
HI!
This week I’ve been making some adjustments to the orcs body rig and finished off the face rig. Amputated legs and arms has also been created and rigged. I’ve dedicated allot of time on developing a good rig that without too many bones will provide the orc with some nice face expression capabilities.
Solving how the amputation system should work has been a task that I’ve tackled this week and some body rig and mesh changes had to be made because […]
Creating the walls
Hello!
In this blog post I’m going to talk about the walls for the game that I made. As I was planning for the walls I started to do a little research on how others go about doing a modular environment and the textures.
After I got the metrics for the game on how big the walls should be I started to make a simple wall. The next step was to create a trim sheet. I made high poly panels for the […]
Creating the walls
Hello!
In this blog post I’m going to talk about the walls for the game that I made. As I was planning for the walls I started to do a little research on how others go about doing a modular environment and the textures.
After I got the metrics for the game on how big the walls should be I started to make a simple wall. The next step was to create a trim sheet. I made high poly panels for the […]