Browsing 'Graphics': Posts from Game Design and Graphics

BGP Three: Some scripting.

For taking on the role of technical artist, I believe it’s essential to at least learn some coding basics. That way you can understand what’s going on behind the scenes, so to speak. This will also ease the workload of the programmers as you can create some basic scripts yourself.
In our game, we have a toy police car that needs a spinning light. This doesn’t need any external controllers or managers because it will always spin no matter what. This means […]

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Program: Graphics

BGP Three: Some scripting.

For taking on the role of technical artist, I believe it’s essential to at least learn some coding basics. That way you can understand what’s going on behind the scenes, so to speak. This will also ease the workload of the programmers as you can create some basic scripts yourself.
In our game, we have a toy police car that needs a spinning light. This doesn’t need any external controllers or managers because it will always spin no matter what. This means […]

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Program: Graphics

3 way vertex paint material

Hello, it has been a while!
If you don’t remember me, I’m Ricardo Aranda and I’m on my second year studying Game design and graphics. I’m currently working on a game called Refracted Fate as a student project. I’m a graphical artist and the lead artist of the team.
Refracted fate is an adventure puzzle game with horror aspects in first person view. The player takes the role of a dimension shifting character trapped in a facility and needs to escape.
The artifact […]

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Program: Graphics

3 way vertex paint material

Hello, it has been a while!
If you don’t remember me, I’m Ricardo Aranda and I’m on my second year studying Game design and graphics. I’m currently working on a game called Refracted Fate as a student project. I’m a graphical artist and the lead artist of the team.
Refracted fate is an adventure puzzle game with horror aspects in first person view. The player takes the role of a dimension shifting character trapped in a facility and needs to escape.
The artifact […]

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Program: Graphics

BGP – Day 34

Animation and back to fire
Though you might think I was done with the animations, well we left one since it required a prop. The lever animation, which has already been finished I just haven’t exported it for the beta playtest. And we had a discussion of not including the animation since it would have to lock the player into place every time they where going to pull the lever. Which we decided would make it very repetitiv since the players […]

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Program: Graphics

BGP – Day 34

Animation and back to fire
Though you might think I was done with the animations, well we left one since it required a prop. The lever animation, which has already been finished I just haven’t exported it for the beta playtest. And we had a discussion of not including the animation since it would have to lock the player into place every time they where going to pull the lever. Which we decided would make it very repetitiv since the players […]

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Program: Graphics

Welcome to our ”new” project

Hello and welcome to the ”new” project that im working on.
In the timeframe of 10 weeks we, as a small team, are developing a Puzzle platform horror game called Refracted fate.
Facebook: https://www.facebook.com/RefractedFateGame/
We are at this moment far into the production period, but i wanted to share with you the development process and highlight from both my own, and my groups work.
Im working on this project as both a previously lead designer (we get to that point later)
and 3D artist, so then […]

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Program: Graphics

Welcome to our ”new” project

Hello and welcome to the ”new” project that im working on.
In the timeframe of 10 weeks we, as a small team, are developing a Puzzle platform horror game called Refracted fate.
Facebook: https://www.facebook.com/RefractedFateGame/
We are at this moment far into the production period, but i wanted to share with you the development process and highlight from both my own, and my groups work.
Im working on this project as both a previously lead designer (we get to that point later)
and 3D artist, so then […]

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Program: Graphics

Update#3 recaping a bit.

since i’ve been really bad about updating this blog under this project i’m going to recap the first weeks of production. Mostly for my self as a reminder but also to anyone who reads this blog.
So i kindoff stumbled in to being the level designer of this game by being the one who had to learn how to make a race track.
In the tart we figured we would make a tile system for track and enviroments, this seemed like a […]

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Program: Graphics

Update#3 recaping a bit.

since i’ve been really bad about updating this blog under this project i’m going to recap the first weeks of production. Mostly for my self as a reminder but also to anyone who reads this blog.
So i kindoff stumbled in to being the level designer of this game by being the one who had to learn how to make a race track.
In the tart we figured we would make a tile system for track and enviroments, this seemed like a […]

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Program: Graphics

Dagger – Finally Done!

So I finally took the time to complete the dagger I started on a long while back before being interrupted by christmas and the artwar contest among other things. Anyway here it is!

Blade of Eternal hemorrage by cobrabird on Sketchfab

I do think that my colour skills are improving, as well as my skills in the handpainted style, but I […]

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Program: Graphics

Dagger – Finally Done!

So I finally took the time to complete the dagger I started on a long while back before being interrupted by christmas and the artwar contest among other things. Anyway here it is!

Blade of Eternal hemorrage by cobrabird on Sketchfab

I do think that my colour skills are improving, as well as my skills in the handpainted style, but I […]

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Program: Graphics

Big Game Project Post 3

Arrogance kills good game design.
This is my latest revelation during big game project.
During this education we have learnt an abundance of different concepts and principles, and one of these are fail harder, fail faster. It means that you should try if something works or not and get to the point where the game fails as fast as possible so you can fix it or restart. This goes hand in hand with my latest revelation.
Since im the lead design for the […]

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Program: Graphics

Big Game Project Post 3

Arrogance kills good game design.
This is my latest revelation during big game project.
During this education we have learnt an abundance of different concepts and principles, and one of these are fail harder, fail faster. It means that you should try if something works or not and get to the point where the game fails as fast as possible so you can fix it or restart. This goes hand in hand with my latest revelation.
Since im the lead design for the […]

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Program: Graphics

More shaders and animations

During this phase of the project a lot of items where started to  be remade, redone and finished up. One of these items happened to be the shaders, which we found out did not work correctly when we built the game. Fixing this took a long time due to the fact that I had to constantly build the game to test these functions.
During this process all color correction had to be remade and all other image effects as well. The […]

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Program: Graphics

More shaders and animations

During this phase of the project a lot of items where started to  be remade, redone and finished up. One of these items happened to be the shaders, which we found out did not work correctly when we built the game. Fixing this took a long time due to the fact that I had to constantly build the game to test these functions.
During this process all color correction had to be remade and all other image effects as well. The […]

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Program: Graphics

Neon Skies

Week 6
Hello! My name is Erik Levin and I am in the second year of the Game Design, Graphics, program at Uppsala University, Campus Gotland.
Im working on a game called Neon Skies.
This week ive sat with the skinnig and rigging of the 3d perspective character. The procedure is similar to the one with the arms only to a much higher degree.
Weight painting is when you colour how much or how little, movements in one joint will influence the mesh. So […]

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Program: Graphics

Neon Skies

Week 6
Hello! My name is Erik Levin and I am in the second year of the Game Design, Graphics, program at Uppsala University, Campus Gotland.
Im working on a game called Neon Skies.
This week ive sat with the skinnig and rigging of the 3d perspective character. The procedure is similar to the one with the arms only to a much higher degree.
Weight painting is when you colour how much or how little, movements in one joint will influence the mesh. So […]

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Program: Graphics

Part 4: Everything will be sculpted

Like I pointed out in the previous post I learned zbrush prior to this project. When starting the pre production phase I started developing the art style for Rune Mages.
One major matter I wanted to achieve was that Everything in the game will be sculpted. If Everything is sculpted then the art style is much more coherent than if only a couple of objects would be sculpted (this of course depends). As I am aiming for stylised realism I have […]

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Program: Graphics

Part 4: Everything will be sculpted

Like I pointed out in the previous post I learned zbrush prior to this project. When starting the pre production phase I started developing the art style for Rune Mages.
One major matter I wanted to achieve was that Everything in the game will be sculpted. If Everything is sculpted then the art style is much more coherent than if only a couple of objects would be sculpted (this of course depends). As I am aiming for stylised realism I have […]

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Program: Graphics

BGP – Day 33

BETA
Time for beta and having some of our classmates play our game, but before the play test we had a meeting where we would receive feedback on our lighting and materials. This went well and we received a lot of help (note, never use point lights that cast shadows, since this will eat up your frame rate). One thing we discussed was how the silhouette of the level looked very square so i suggested adding some fabric/cloth that could be […]

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Program: Graphics

BGP – Day 33

BETA
Time for beta and having some of our classmates play our game, but before the play test we had a meeting where we would receive feedback on our lighting and materials. This went well and we received a lot of help (note, never use point lights that cast shadows, since this will eat up your frame rate). One thing we discussed was how the silhouette of the level looked very square so i suggested adding some fabric/cloth that could be […]

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Program: Graphics

BGP – Day 32

16 hours
During this day I spent 16 hours at the office trying to get everything into the engine also wanting to work when everyone wasn’t in the office. This is because we can’t add everything to our main level without the risk of destroying the project if what we add is conflicting with each other. This mean that only one can work in the main level at one time. Or we need to be very clear with what we are […]

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Program: Graphics

BGP – Day 32

16 hours
During this day I spent 16 hours at the office trying to get everything into the engine also wanting to work when everyone wasn’t in the office. This is because we can’t add everything to our main level without the risk of destroying the project if what we add is conflicting with each other. This mean that only one can work in the main level at one time. Or we need to be very clear with what we are […]

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Program: Graphics