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

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 […]
BGP #6
My last blog post and I will summarize what I have done until now.
In the beginning of creating our game I started making the camera for the player, the camera did not go as planned and I ended up making 4-5 different cameras with various functions. So I decided that another point of view would be better so I let someone else look at it and I could move on. The next thing was the HUD, the hud contained health, […]
BGP #6
My last blog post and I will summarize what I have done until now.
In the beginning of creating our game I started making the camera for the player, the camera did not go as planned and I ended up making 4-5 different cameras with various functions. So I decided that another point of view would be better so I let someone else look at it and I could move on. The next thing was the HUD, the hud contained health, […]

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 Bloggpost 3
This week I made the head of the boss character. This was a problem area, not the head itself that went pretty well, but the hair which I didn’t even get to work in the end. The thing I tried was the hair and fur modifier in 3ds Max, which looked pretty good but at first I couldn’t convert the hair strands to a mesh which could be used. Then when at last I got it to work the poly […]
BGP Bloggpost 3
This week I made the head of the boss character. This was a problem area, not the head itself that went pretty well, but the hair which I didn’t even get to work in the end. The thing I tried was the hair and fur modifier in 3ds Max, which looked pretty good but at first I couldn’t convert the hair strands to a mesh which could be used. Then when at last I got it to work the poly […]
BGP Bloggpost 2
The first week of BGP I started working on the boss model. As we had the main character Blake mostly done, animation not withstanding I felt the boss character had priority above all else so that is where I started. The producer and me had made the boss design and turnaround before the start of BGP so I could start with the modeling right away.
I set up a box with two reference images, one from the front and one from […]
BGP Bloggpost 2
The first week of BGP I started working on the boss model. As we had the main character Blake mostly done, animation not withstanding I felt the boss character had priority above all else so that is where I started. The producer and me had made the boss design and turnaround before the start of BGP so I could start with the modeling right away.
I set up a box with two reference images, one from the front and one from […]
BGP Bloggpost 1
My name is Stefan Strandberg and I am the Lead Graphical Artist on our game Causality. Causality is a soulslike third person action RPG. It takes place in a fantasy world with some design references from 18th century england.
We are aiming for a challenging and atmospheric game where you need to read your opponents moves and act accordingly to survive. Our vertical slice will be a single challenging boss fight, there will be a corridor where the player can get […]
BGP Bloggpost 1
My name is Stefan Strandberg and I am the Lead Graphical Artist on our game Causality. Causality is a soulslike third person action RPG. It takes place in a fantasy world with some design references from 18th century england.
We are aiming for a challenging and atmospheric game where you need to read your opponents moves and act accordingly to survive. Our vertical slice will be a single challenging boss fight, there will be a corridor where the player can get […]
BGP #5
I just started making a pause menu, so when the player press “Start” on the controller, the game will pause and a menu will appear on the screen. The menu will have a resume, main menu, controls, restart and exit. The resume button is resuming the game, the main menu button goes back to start screen which is the main menu, controls will bring up a picture of the controls again so you can learn the controls better. The restart […]
BGP #5
I just started making a pause menu, so when the player press “Start” on the controller, the game will pause and a menu will appear on the screen. The menu will have a resume, main menu, controls, restart and exit. The resume button is resuming the game, the main menu button goes back to start screen which is the main menu, controls will bring up a picture of the controls again so you can learn the controls better. The restart […]

AI.. or a very simplified version of it
Hiya all!
So we decided that we needed some sort of critters running around in our game looking dumb, and they needed some sort of AI. This meant creating something that runs around randomly but always looks at Olivia. But we also wanted them to stay somewhat together, so some form of flocking is needed to create this.
At first I made two classes, one called Critters which all the critters would inherit from. Then I made the crittermanager, which would initialize […]

AI.. or a very simplified version of it
Hiya all!
So we decided that we needed some sort of critters running around in our game looking dumb, and they needed some sort of AI. This meant creating something that runs around randomly but always looks at Olivia. But we also wanted them to stay somewhat together, so some form of flocking is needed to create this.
At first I made two classes, one called Critters which all the critters would inherit from. Then I made the crittermanager, which would initialize […]
Somnium – Dream Transition
During our final course of spring 2017 at Uppsala University – Department of Game Design at Campus Gotland we’ve formed teams with about 4-7 members that will make a Game to be displayed at Gotland Game Conference at the end of the course. The restrictions for the game’s subject is a free choice but the content will only be a demo of the completed game, a vertical slice, a proof of concept. Thus, the demo will be fairly short but other […]
Somnium – Dream Transition
During our final course of spring 2017 at Uppsala University – Department of Game Design at Campus Gotland we’ve formed teams with about 4-7 members that will make a Game to be displayed at Gotland Game Conference at the end of the course. The restrictions for the game’s subject is a free choice but the content will only be a demo of the completed game, a vertical slice, a proof of concept. Thus, the demo will be fairly short but other […]
BGP2017 – Interacting with objects
In the game there are various objects and tools you need to interact with. The current implementation has been to ray cast towards a direction and interacting with anything which it hits. There was also no visual indication of what you could pick up. This made it very unclear as to when and what they could interact with.
To solve this some changes had to be made. Previously checking if there was something to interact with was only done when the […]
BGP2017 – Interacting with objects
In the game there are various objects and tools you need to interact with. The current implementation has been to ray cast towards a direction and interacting with anything which it hits. There was also no visual indication of what you could pick up. This made it very unclear as to when and what they could interact with.
To solve this some changes had to be made. Previously checking if there was something to interact with was only done when the […]
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 […]