Browsing 'Graphics': Posts from Game Design and Graphics

How I greenscreen

Hello again!
Last week I managed to finish the puppets and that means that this week will be the week of After Effects!!

To make a proper green screen I needed a few things.

A big brightly green peace of cloth
Strong white lights with filters to blur the shadows
And a descent camera that I can trust give me sharp images

The greens screen process is easy in the sense that I only need to film my sense. But here I tried to make slow […]

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Program: Graphics

How I greenscreen

Hello again!
Last week I managed to finish the puppets and that means that this week will be the week of After Effects!!

To make a proper green screen I needed a few things.

A big brightly green peace of cloth
Strong white lights with filters to blur the shadows
And a descent camera that I can trust give me sharp images

The greens screen process is easy in the sense that I only need to film my sense. But here I tried to make slow […]

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Program: Graphics

BGP 2017 Fast Gear: Environment

Since a couple of weeks now while I’ve been busy with making the cars, Lucas, another graphical artist in my group, has been working on making most of the assets for the environment such as houses, trees as well as the racetrack itself. Since the beginning of this week, after I’ve done all of the cars we’re going to use for now (as well as a few other environmental assets), I’ve begun to put everything together as well as improving the lighting […]

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Program: Graphics

BGP 2017 Fast Gear: Environment

Since a couple of weeks now while I’ve been busy with making the cars, Lucas, another graphical artist in my group, has been working on making most of the assets for the environment such as houses, trees as well as the racetrack itself. Since the beginning of this week, after I’ve done all of the cars we’re going to use for now (as well as a few other environmental assets), I’ve begun to put everything together as well as improving the lighting […]

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Program: Graphics

BGP Two: Making stuff glow.

Today I created a shader in Shader Forge for making certain player-interactable objects glow, to help set them apart from the environment.

This was the end result. And now I’ll go over the process of creating this effect. Hopefully I can make myself understood!
First of all, I don’t understand how to do everything in shaders, so the first thing i did was to try and find a tutorial. I found this picture using google. The part I’m […]

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Program: Graphics

BGP Two: Making stuff glow.

Today I created a shader in Shader Forge for making certain player-interactable objects glow, to help set them apart from the environment.

This was the end result. And now I’ll go over the process of creating this effect. Hopefully I can make myself understood!
First of all, I don’t understand how to do everything in shaders, so the first thing i did was to try and find a tutorial. I found this picture using google. The part I’m […]

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Program: Graphics

More textures

Because of the deadline for uploading screenshots and logos is tomorrow I’ve been starting to texture a lot so I have something to take screenshots of. Because of our game we need to make two textures for each model so it takes a bit longer to do. It’s a good thing we have photoshop because if it’s only color difference and not something else I can only do one in substance painter and then make the other one in photoshop […]

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Program: Graphics

More textures

Because of the deadline for uploading screenshots and logos is tomorrow I’ve been starting to texture a lot so I have something to take screenshots of. Because of our game we need to make two textures for each model so it takes a bit longer to do. It’s a good thing we have photoshop because if it’s only color difference and not something else I can only do one in substance painter and then make the other one in photoshop […]

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Program: Graphics

BGP – Day 29

Deciding what to cut, design and animation
During this Monday i continued finishing up the animations that is considered to be number one priority. These are prioritized by looking at what animations are required to play the game and communicate our mechanics. For example a walk animation may not be needed since you can steer a character in a game without a walk animation.
But since we are using whats called true first person*, a walk animation suddenly is important since the […]

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Program: Graphics

BGP – Day 29

Deciding what to cut, design and animation
During this Monday i continued finishing up the animations that is considered to be number one priority. These are prioritized by looking at what animations are required to play the game and communicate our mechanics. For example a walk animation may not be needed since you can steer a character in a game without a walk animation.
But since we are using whats called true first person*, a walk animation suddenly is important since the […]

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Program: Graphics

Week 2: Production of goblin tools and the rise of the orc patient

At the beginning of this week I made the mesh for the bellows that was designed last Friday.  
Differences between concept and result is firstly some extra wonkiness, it was needed because Goblin doctors art style is handmade with clearly defined and exaggerated shapes. The concept was a bit too flat. Secondly, I also added some more details to the shield top, with this design I want to show that it once was a shield used in war by orcs […]

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Program: Graphics

Week 2: Production of goblin tools and the rise of the orc patient

At the beginning of this week I made the mesh for the bellows that was designed last Friday.  
Differences between concept and result is firstly some extra wonkiness, it was needed because Goblin doctors art style is handmade with clearly defined and exaggerated shapes. The concept was a bit too flat. Secondly, I also added some more details to the shield top, with this design I want to show that it once was a shield used in war by orcs […]

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Program: Graphics

Cave Craving

Hello again!
Somnium is in a way a linear game, but at the same time, we want the player to explore as well. So in other words, you can go straight to solving the puzzles to complete the game, but there is a world to explore as well if you want.
Creating different routes to take from point A to point B is what I have been working on today. For instance, you can cross a river and walk past an opening […]

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Program: Graphics

Cave Craving

Hello again!
Somnium is in a way a linear game, but at the same time, we want the player to explore as well. So in other words, you can go straight to solving the puzzles to complete the game, but there is a world to explore as well if you want.
Creating different routes to take from point A to point B is what I have been working on today. For instance, you can cross a river and walk past an opening […]

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Program: Graphics

The Summoning 03

This the part of the project that I got back to my treemaking. In the beginning of this project (after the writing of the style guide) I got the task of modelling the trees for the environment.
I started this task by researching different types of tree that are/were native to Japan to get the feeling of the setting in the game. After collecting a bunch of references I ended up with three types of trees that looked similar but not […]

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Program: Graphics

The Summoning 03

This the part of the project that I got back to my treemaking. In the beginning of this project (after the writing of the style guide) I got the task of modelling the trees for the environment.
I started this task by researching different types of tree that are/were native to Japan to get the feeling of the setting in the game. After collecting a bunch of references I ended up with three types of trees that looked similar but not […]

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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 i began and finished the mesh for the 3d person character. It took a long time becuase i had som technical difficulities with Maya, or rather Autodesk. However i solved it and once that was done it went smooth.
 

 

 
 
I started by doing the left side of 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 i began and finished the mesh for the 3d person character. It took a long time becuase i had som technical difficulities with Maya, or rather Autodesk. However i solved it and once that was done it went smooth.
 

 

 
 
I started by doing the left side of the […]

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Program: Graphics

Rune Mages – The rune icons

Celtic Symbols
During the production of the game it occurred that runes that was going to be a huge part of the game would have to be designed, and rather sooner than later. The runes that are used in the game are heavily inspired by old Celtic symbols and I was put in charge for the design of the runes. We didn’t want to copy an existing symbol straight off so I had to do some research on what is special with […]

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Program: Graphics

Rune Mages – The rune icons

Celtic Symbols
During the production of the game it occurred that runes that was going to be a huge part of the game would have to be designed, and rather sooner than later. The runes that are used in the game are heavily inspired by old Celtic symbols and I was put in charge for the design of the runes. We didn’t want to copy an existing symbol straight off so I had to do some research on what is special with […]

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Program: Graphics

Assets

Somnium – (Late) 2nd Update
Here’s another late update! (oopsie)
During the second week of production i created some asset for the game. Since Olivia is walking through her dreams, we wanted to fill the world with objects that are weird and out of place. As well as objects that represents Olivia as a character.
When creating the first batch of assets I would just look at an image of an object I found online and try to recreate that thing. This might […]

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Program: Graphics

Assets

Somnium – (Late) 2nd Update
Here’s another late update! (oopsie)
During the second week of production i created some asset for the game. Since Olivia is walking through her dreams, we wanted to fill the world with objects that are weird and out of place. As well as objects that represents Olivia as a character.
When creating the first batch of assets I would just look at an image of an object I found online and try to recreate that thing. This might […]

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Program: Graphics

Making Art out of Words

Can’t believe how fast the weeks go by, panic is starting to set in. However, rather than expressing my current state of hysteria, I was actually intending to go through how I went about designing our logotypes. I am actually quite fond of working with banners, emblems and symbols. Using my drawing tablet and Photoshop I start of with trying out various fonts that I like. You can say a lot with text and in a logotype the shape and colours […]

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Program: Graphics

Making Art out of Words

Can’t believe how fast the weeks go by, panic is starting to set in. However, rather than expressing my current state of hysteria, I was actually intending to go through how I went about designing our logotypes. I am actually quite fond of working with banners, emblems and symbols. Using my drawing tablet and Photoshop I start of with trying out various fonts that I like. You can say a lot with text and in a logotype the shape and colours […]

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Program: Graphics