Browsing 'Game Design': Posts from either of the Game Design programs

Sound of Life – More Sequences

Hallo Everyone!
I’m back and our game “Sound of life” has started taking shape! We have been working hard for a couple of weeks now and it feels good that we are getting somewhere. But let’s start talking about what I have been doing.
I have continued my work on sequences by adding more more of them, one for every survivor and I also added a end sequences. The new digging sequences are similar to the actress sequence, Tracks, fade and spawning […]

/ Comments Off on Sound of Life – More Sequences
Program: Programming

Sound of Life – More Sequences

Hallo Everyone!
I’m back and our game “Sound of life” has started taking shape! We have been working hard for a couple of weeks now and it feels good that we are getting somewhere. But let’s start talking about what I have been doing.
I have continued my work on sequences by adding more more of them, one for every survivor and I also added a end sequences. The new digging sequences are similar to the actress sequence, Tracks, fade and spawning […]

/ Comments Off on Sound of Life – More Sequences
Program: Programming

BGP: Refracted Fate – The End

Hi everyone!
This will be my last blog post (at least for now) on Refracted Fate!
Tomorrow we will be showcasing our game at Gotland Game Conference(GGC) so we have been fixing a lot of trivial things towards it (and still kind of are!)
I must say the production of the game have been a lot of fun and I have learned everything from creating physics based pickup system to using streaming level to avoid level loading.
I’m not sure what I want to […]

/ Comments Off on BGP: Refracted Fate – The End
Program: Programming

BGP: Refracted Fate – The End

Hi everyone!
This will be my last blog post (at least for now) on Refracted Fate!
Tomorrow we will be showcasing our game at Gotland Game Conference(GGC) so we have been fixing a lot of trivial things towards it (and still kind of are!)
I must say the production of the game have been a lot of fun and I have learned everything from creating physics based pickup system to using streaming level to avoid level loading.
I’m not sure what I want to […]

/ Comments Off on BGP: Refracted Fate – The End
Program: Programming

Something over the horizon

Why, hi there!
Gotland Game Conference 2017 is just around the corner and you can feel it; almost taste it. This week, overall polish has been on the menu. One larger change in the level is the outlook of the second half of one of the areas. All areas in the game have different looks and this specific area is school-themed. Like the other parts of the game, it has been modeled and remodeled again and again. To be frank, I […]

/ Comments Off on Something over the horizon
Program: Graphics

Something over the horizon

Why, hi there!
Gotland Game Conference 2017 is just around the corner and you can feel it; almost taste it. This week, overall polish has been on the menu. One larger change in the level is the outlook of the second half of one of the areas. All areas in the game have different looks and this specific area is school-themed. Like the other parts of the game, it has been modeled and remodeled again and again. To be frank, I […]

/ Comments Off on Something over the horizon
Program: Graphics

Eyes Align – Devlog 1

When making a futuristic game about space, you can’t just have aliens, fancy weapons and spaceships, but you also need cool sound effects to help your high-tech world come to life. And for this devlog I’m going to show how simple it is to design a laser blast from a space gun using a synthesizer.
The laser blast effect I made for our game Eyes Align, I used Native Instruments’ VST plug in FM8 as it handles frequency modulation very […]

/ Comments Off on Eyes Align – Devlog 1
Program: Programming

Eyes Align – Devlog 1

When making a futuristic game about space, you can’t just have aliens, fancy weapons and spaceships, but you also need cool sound effects to help your high-tech world come to life. And for this devlog I’m going to show how simple it is to design a laser blast from a space gun using a synthesizer.
The laser blast effect I made for our game Eyes Align, I used Native Instruments’ VST plug in FM8 as it handles frequency modulation very […]

/ Comments Off on Eyes Align – Devlog 1
Program: Programming

Fast Gear blog 5

Jag har lyckats fixa positioneringen av alla bilar. Vi valde att införskaffa en asset som hjälpte oss med problemet. Vi valde att göra detta eftersom att tiden inför GGC är knapp och vi kände att vi inte kunde lägga ner mer tid på detta problem.Detta underlättade arbetet med positioneringen. Denna asset fungerade på exakt samma sätt som vi gjort tidigare men använder ett annat sätt att räkna ut vilken bil som är närmast nästa checkpoint. Problemet med denna asset var […]

/ Comments Off on Fast Gear blog 5
Program: Programming

Fast Gear blog 5

Jag har lyckats fixa positioneringen av alla bilar. Vi valde att införskaffa en asset som hjälpte oss med problemet. Vi valde att göra detta eftersom att tiden inför GGC är knapp och vi kände att vi inte kunde lägga ner mer tid på detta problem.Detta underlättade arbetet med positioneringen. Denna asset fungerade på exakt samma sätt som vi gjort tidigare men använder ett annat sätt att räkna ut vilken bil som är närmast nästa checkpoint. Problemet med denna asset var […]

/ Comments Off on Fast Gear blog 5
Program: Programming

Fast Gear blog 4.

Det är fortfarande problem med positionering men i syfte av att ha lite mer varierande innehåll så ska jag inte gå inte på exakt samma problem igen denna gång. Jag tänker detta blogginlägg istället nämna problemen vi haft med att spelarbilen automatisk accelererar framåt. Efter ha speltestat under veckan har vi konstaterat att spelarbilen accelererar framåt automatisk utan att reagera på input från spelaren.
Detta påverkade hela spelupplevelsen för spelaren och var ett prioriterat problem krävde omedelbar lösning. Detta påverkade även […]

/ Comments Off on Fast Gear blog 4.
Program: Programming

Fast Gear blog 4.

Det är fortfarande problem med positionering men i syfte av att ha lite mer varierande innehåll så ska jag inte gå inte på exakt samma problem igen denna gång. Jag tänker detta blogginlägg istället nämna problemen vi haft med att spelarbilen automatisk accelererar framåt. Efter ha speltestat under veckan har vi konstaterat att spelarbilen accelererar framåt automatisk utan att reagera på input från spelaren.
Detta påverkade hela spelupplevelsen för spelaren och var ett prioriterat problem krävde omedelbar lösning. Detta påverkade även […]

/ Comments Off on Fast Gear blog 4.
Program: Programming

Refracted Fate: Tools in Color

While I got everything into a confused mess as several windows closed or disappeared yesterday, I managed to find where you reset the hud in 3D Coat.
And as such, the tools are finished, in full color with metal and rubber materials.



I’ll update again tomorrow about some thoughts on the project as a whole and the day after with how it went during GGC.

/ Comments Off on Refracted Fate: Tools in Color
Program: Graphics

Refracted Fate: Tools in Color

While I got everything into a confused mess as several windows closed or disappeared yesterday, I managed to find where you reset the hud in 3D Coat.
And as such, the tools are finished, in full color with metal and rubber materials.



I’ll update again tomorrow about some thoughts on the project as a whole and the day after with how it went during GGC.

/ Comments Off on Refracted Fate: Tools in Color
Program: Graphics

Week 7-8 : The final touches

This is polish week and almost all of what we have logged as artifacts is now within the game itself. What this boils down to is that at the moment no new systems are added, but  tweaked, updated or made to shine just a bit more (sometimes literally).
What then could there be to discuss? Quite a bit, as those tweaks tend to be what takes a game from being acceptable to being either great or awful.
For instance this week we […]

/ Comments Off on Week 7-8 : The final touches
Program: Programming

Week 7-8 : The final touches

This is polish week and almost all of what we have logged as artifacts is now within the game itself. What this boils down to is that at the moment no new systems are added, but  tweaked, updated or made to shine just a bit more (sometimes literally).
What then could there be to discuss? Quite a bit, as those tweaks tend to be what takes a game from being acceptable to being either great or awful.
For instance this week we […]

/ Comments Off on Week 7-8 : The final touches
Program: Programming

BGP Bloggpost 5

Once I was done with the rigging and the skinning of the boss model, I could finally start with the animations for the boss and player character. Since I made our player character in a previous course, 3DIII, I did not have to model, skin or rig that character, this was already done. I also took the course “Motion Capture” before BGP, in which we got to do animation takes. Since this was a very good opportunity for us to […]

/ Comments Off on BGP Bloggpost 5
Program: Game Design

BGP Bloggpost 5

Once I was done with the rigging and the skinning of the boss model, I could finally start with the animations for the boss and player character. Since I made our player character in a previous course, 3DIII, I did not have to model, skin or rig that character, this was already done. I also took the course “Motion Capture” before BGP, in which we got to do animation takes. Since this was a very good opportunity for us to […]

/ Comments Off on BGP Bloggpost 5
Program: Game Design

BGP Bloggpost 4

The next thing on my agenda was the last thing needed before I could start animating, the skinning of the boss model. Skinning is the process of how much of the mesh moves with the bones you have set in the rigging, so the movement of the character do not break the model. This was important for us to get good since we have a big focus on the animations of the game. Our goal is to make really good […]

/ Comments Off on BGP Bloggpost 4
Program: Game Design

BGP Bloggpost 4

The next thing on my agenda was the last thing needed before I could start animating, the skinning of the boss model. Skinning is the process of how much of the mesh moves with the bones you have set in the rigging, so the movement of the character do not break the model. This was important for us to get good since we have a big focus on the animations of the game. Our goal is to make really good […]

/ Comments Off on BGP Bloggpost 4
Program: Game Design

Digital Keypad

Hola!
We stated at the beginning of the project that we needed a keypad for one of the puzzles in the game. The player will have to find a code and use that on the keypad. So my first instinct was that this would have to be a rather interesting keypad and some what a little more high poly.
I started my research by googling and using pinterest to find some inspiration. I found this keypad that used a glass display with […]

/ Comments Off on Digital Keypad
Program: Graphics

Digital Keypad

Hola!
We stated at the beginning of the project that we needed a keypad for one of the puzzles in the game. The player will have to find a code and use that on the keypad. So my first instinct was that this would have to be a rather interesting keypad and some what a little more high poly.
I started my research by googling and using pinterest to find some inspiration. I found this keypad that used a glass display with […]

/ Comments Off on Digital Keypad
Program: Graphics

It’s Unreal.. 2!

 
Here comes more pictures in-game and what changes we have made. At an early stage Thea our producer was building the levels and boxing out where things ought to be after the concept art I’ve made early on in the project. I’m very happy with the end result and how close it actually is to concept art and plans. Much of this is because of our talented lead art, planning every model and piece needed in each room! Here is the […]

/ Comments Off on It’s Unreal.. 2!
Program: Graphics

It’s Unreal.. 2!

 
Here comes more pictures in-game and what changes we have made. At an early stage Thea our producer was building the levels and boxing out where things ought to be after the concept art I’ve made early on in the project. I’m very happy with the end result and how close it actually is to concept art and plans. Much of this is because of our talented lead art, planning every model and piece needed in each room! Here is the […]

/ Comments Off on It’s Unreal.. 2!
Program: Graphics