Browsing 'Graphics': Posts from Game Design and Graphics

Battle music of Tale

The fighting music was the song triggered when the avatar was close to the enemy and was about to face combat. In comparison to the main level music this was a song containing a much higher intensity. This was to convey the danger of the situation since the avatar faces a threat from enemies. The song was used as a tool to tell the player when danger was ahead. Since Tale was a game about  exploring and obstacle progression there […]

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Program: Graphics

Battle music of Tale

The fighting music was the song triggered when the avatar was close to the enemy and was about to face combat. In comparison to the main level music this was a song containing a much higher intensity. This was to convey the danger of the situation since the avatar faces a threat from enemies. The song was used as a tool to tell the player when danger was ahead. Since Tale was a game about  exploring and obstacle progression there […]

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Program: Graphics

Main theme music of Tale

When working with sound effects, one of the most vital parts of development is to create sounds that fit within, and enhances the main game design. Meaning that both the music and sound effects should  contribute to the mechanics, aesthetics and dynamics of the game in a balanced and fulfilling way. The  sounds can be created and put into place in a way that heightens and highlights the overall  sensation of the game, while also being distinct and colourful so […]

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Program: Graphics

Main theme music of Tale

When working with sound effects, one of the most vital parts of development is to create sounds that fit within, and enhances the main game design. Meaning that both the music and sound effects should  contribute to the mechanics, aesthetics and dynamics of the game in a balanced and fulfilling way. The  sounds can be created and put into place in a way that heightens and highlights the overall  sensation of the game, while also being distinct and colourful so […]

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Program: Graphics

Sam & Nicole Final


Post GGC! A bit late, but the whole team has been out cold since GGC ended. It was a great few days. We got so much positive feedback and tips for the future. Some players were even touched to tears. I don’t think I’ve personally realized what I’ve had a part in making. People met us with such support and feelings. I feel very honored to be a part of Sigrids Änglar and hope I can contribute to our […]

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Program: Graphics

Sam & Nicole Final


Post GGC! A bit late, but the whole team has been out cold since GGC ended. It was a great few days. We got so much positive feedback and tips for the future. Some players were even touched to tears. I don’t think I’ve personally realized what I’ve had a part in making. People met us with such support and feelings. I feel very honored to be a part of Sigrids Änglar and hope I can contribute to our […]

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Program: Graphics

Spark: And Things Happened

GGC came to a close this Monday, and our 11 day game got pretty good critique and feedback. I’m planning to further develop Spark together with another from the group later on, but for now, recovering from these insane past few weeks and writing reports is on the list.
Not much else to mention for now, so here’s a few more of the animations I worked on between the 10th to 20th of May.




Small squares, top to […]

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Program: Graphics

Spark: And Things Happened

GGC came to a close this Monday, and our 11 day game got pretty good critique and feedback. I’m planning to further develop Spark together with another from the group later on, but for now, recovering from these insane past few weeks and writing reports is on the list.
Not much else to mention for now, so here’s a few more of the animations I worked on between the 10th to 20th of May.




Small squares, top to […]

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Program: Graphics

Big Game Blog 7

Environment Art and Scene Building Funtimes
So constructing the final scene took a while. Considering how much iterations i had to go through for different pieces and the different prototypes i had to set up to try to get the visuals to work with the level design with all its different demands and  different lighting conditions (we have a few of those). Like for example how some parts of the level had to be outdoor, and some had to be indoors. […]

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Program: Graphics

Big Game Blog 7

Environment Art and Scene Building Funtimes
So constructing the final scene took a while. Considering how much iterations i had to go through for different pieces and the different prototypes i had to set up to try to get the visuals to work with the level design with all its different demands and  different lighting conditions (we have a few of those). Like for example how some parts of the level had to be outdoor, and some had to be indoors. […]

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Program: Graphics

Big Game Blog 6

Water Particle Funtimes
So i made some water particles for the game.

So the waterfall consist of a main particle and a adjustable submitter for collision. To save performance (not necessary really, but hey why not…) i just manually placed all the watersmoke. Actually using the legacy particle system for these water effects because i used some preexisting settings that i found. The plan was to re-integrate it into the shuriken system, but like with so many other things, i kinda ran […]

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Program: Graphics

Big Game Blog 6

Water Particle Funtimes
So i made some water particles for the game.

So the waterfall consist of a main particle and a adjustable submitter for collision. To save performance (not necessary really, but hey why not…) i just manually placed all the watersmoke. Actually using the legacy particle system for these water effects because i used some preexisting settings that i found. The plan was to re-integrate it into the shuriken system, but like with so many other things, i kinda ran […]

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Program: Graphics

Big Game Blog 5

Speedy Trees Funtimes
So i made some tree models for the game. There’s alot of cool things speedtree can offer you. One of the biggest selling points for us was the modeling time it saved. Additionally the wind feature incorporated into Unity’s wind zone system made it a real gem that saved us the time of creating custom shaders using vertex color animation. A real nice time saver to say the least. Models and alphas setups by me. Game ready textures […]

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Program: Graphics

Big Game Blog 5

Speedy Trees Funtimes
So i made some tree models for the game. There’s alot of cool things speedtree can offer you. One of the biggest selling points for us was the modeling time it saved. Additionally the wind feature incorporated into Unity’s wind zone system made it a real gem that saved us the time of creating custom shaders using vertex color animation. A real nice time saver to say the least. Models and alphas setups by me. Game ready textures […]

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Program: Graphics

Big Game Blog 4

Modular Fun Times
So i made some modular house pieces that i assembled into the clunky house thingy you see in the background. All the pieces share 3 different texture atlases and can also be exported as separate pieces and use individually inside the engine,  which i took advantage of quiet a lot. I really wanted to work on this some more and make a better collection of assets that could be assembled into better and slightly bigger modular pieces to […]

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Program: Graphics

Big Game Blog 4

Modular Fun Times
So i made some modular house pieces that i assembled into the clunky house thingy you see in the background. All the pieces share 3 different texture atlases and can also be exported as separate pieces and use individually inside the engine,  which i took advantage of quiet a lot. I really wanted to work on this some more and make a better collection of assets that could be assembled into better and slightly bigger modular pieces to […]

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Program: Graphics

Big Game Project, Part 7.

So, we’ve come to an end with the project, and what a ride it was. I learnt so much about sound design and level design that I’m having a hard time processing it. We were given some amazing feedback during the conference as well, and I believe a re-work of the game is in the idea-stages.
During the three days, a number of adjustments were made to the sounds inside the game, patches, if you will. Ranging from adding new sounds […]

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Program: Graphics

Big Game Project, Part 7.

So, we’ve come to an end with the project, and what a ride it was. I learnt so much about sound design and level design that I’m having a hard time processing it. We were given some amazing feedback during the conference as well, and I believe a re-work of the game is in the idea-stages.
During the three days, a number of adjustments were made to the sounds inside the game, patches, if you will. Ranging from adding new sounds […]

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Program: Graphics

What did Sebastian DO?

Hi!
It has been a couple of intense weeks since my last post. The last two weeks of Slumber development were spent working very hard to deliver the very best game for Gotland Game Conference possible. As a result I forgot to blog. Ooops!
That’s okay though! (For me at least, we’ll have to see what my professors say!). This allows me to reflect much more than usual on the process.
I ended up doing a lot of different things during this project. Looking at […]

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Program: Graphics

What did Sebastian DO?

Hi!
It has been a couple of intense weeks since my last post. The last two weeks of Slumber development were spent working very hard to deliver the very best game for Gotland Game Conference possible. As a result I forgot to blog. Ooops!
That’s okay though! (For me at least, we’ll have to see what my professors say!). This allows me to reflect much more than usual on the process.
I ended up doing a lot of different things during this project. Looking at […]

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Program: Graphics

GGC Aftermath – Thoughts about the Project

The GGC is over and now is the time to write the project report. The report will be turned in Monday on May 30, and seminars will take place on  June 3 and 10. I will be writing about my animation work for our previous game project, Synapse.
Several months before the Big Game Project course began, I was very nervous about my performance on it, since I haven’t read much graphics courses during my second year. Luckily, I found a […]

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Program: Graphics

GGC Aftermath – Thoughts about the Project

The GGC is over and now is the time to write the project report. The report will be turned in Monday on May 30, and seminars will take place on  June 3 and 10. I will be writing about my animation work for our previous game project, Synapse.
Several months before the Big Game Project course began, I was very nervous about my performance on it, since I haven’t read much graphics courses during my second year. Luckily, I found a […]

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Program: Graphics

Building a Platformer in 11 days

For 11 days, starting from Tuesday on May 10th to saturday night on May 21st, we built a whole new game called Spark. A combat platformer where you would would play as the last spark of hope (symbolized as a female knight armed with a sword and a torch) who must defeat shadowy monsters who symbolize deppresion, anxiety and paranoia in a nightmarish world.

For this new project, I was tasked with three types of assignments: making prototype assets, create/collect/edit/implement sound effects […]

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Program: Graphics

Building a Platformer in 11 days

For 11 days, starting from Tuesday on May 10th to saturday night on May 21st, we built a whole new game called Spark. A combat platformer where you would would play as the last spark of hope (symbolized as a female knight armed with a sword and a torch) who must defeat shadowy monsters who symbolize deppresion, anxiety and paranoia in a nightmarish world.

For this new project, I was tasked with three types of assignments: making prototype assets, create/collect/edit/implement sound effects […]

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Program: Graphics