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

Sound of Life Blog #2

Hello, and welcome back to my second blog!
Today I will be talking about Material Instancing, and how I utilized this method in order to make variations of our textures.

 
But what is Material instancing?
Material instancing is when you take a single parent material, and you make copies of it (instance/child) that have variations to it. Let’s say that we have a simple/basic wood material as a parent material, then with that, we can create specific variation to it, such as oak or […]

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Program: Graphics

Sound of Life Blog #2

Hello, and welcome back to my second blog!
Today I will be talking about Material Instancing, and how I utilized this method in order to make variations of our textures.

 
But what is Material instancing?
Material instancing is when you take a single parent material, and you make copies of it (instance/child) that have variations to it. Let’s say that we have a simple/basic wood material as a parent material, then with that, we can create specific variation to it, such as oak or […]

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Program: Graphics

5SD037-Big game Project week 2

Hi,
my name is Gabriel Stoffel and i am the producer and lead tech of our current project named The wreck Deck. In the Wreck Deck two captains given the same copy of a treasure map find each other crossing paths and the only way to solve who gets to keep the “booty” (aka. Treasure) is to fight it out on the sea. Wreck Deck allows players to fight out their wildest pirate dreams and battle each other out on the […]

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Program: Programming

5SD037-Big game Project week 2

Hi,
my name is Gabriel Stoffel and i am the producer and lead tech of our current project named The wreck Deck. In the Wreck Deck two captains given the same copy of a treasure map find each other crossing paths and the only way to solve who gets to keep the “booty” (aka. Treasure) is to fight it out on the sea. Wreck Deck allows players to fight out their wildest pirate dreams and battle each other out on the […]

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Program: Programming

BGP: Refracted Fate – Redesigning Map Layout

Hello everyone, this week I will be talking about redesigning layout, as it’s what I have mostly been doing since the last update. (and other small fixes here and there).
Redesigning map layout
The redesign on the map mostly came from the player data we gathered earlier, it was originally done to create a better flow true the game, however, after also detecting we would likely not be able to finish the last room, we decided to polish the first room and […]

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Program: Programming

BGP: Refracted Fate – Redesigning Map Layout

Hello everyone, this week I will be talking about redesigning layout, as it’s what I have mostly been doing since the last update. (and other small fixes here and there).
Redesigning map layout
The redesign on the map mostly came from the player data we gathered earlier, it was originally done to create a better flow true the game, however, after also detecting we would likely not be able to finish the last room, we decided to polish the first room and […]

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Program: Programming

Neon Skies – Week 7

This week was chaotic as some were sick and others couldn’t work, as such, much of the work was done remotely.

Destroyed mining drone

After a suggestion on how we should deal with neon, we’ve started to make many of the things with white emissive material that we later change in Unity.
The above image is of the destroyed version of the miner, we want to explode the drone outwards and for there to be alloy like pieces of it that you can […]

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Program: Graphics

Neon Skies – Week 7

This week was chaotic as some were sick and others couldn’t work, as such, much of the work was done remotely.

Destroyed mining drone

After a suggestion on how we should deal with neon, we’ve started to make many of the things with white emissive material that we later change in Unity.
The above image is of the destroyed version of the miner, we want to explode the drone outwards and for there to be alloy like pieces of it that you can […]

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Program: Graphics

Fast Gear – Week 7

In order to move the AI they have a force applied to their rigidbodies in the z-axis that pushes them forward. We use a property of the rigidbody called drag, which is how much air resistance the car will have when forces are applied to them. It is a scale from 0 to infinity where 0 is no resistance at all and infinity makes them unable to move. We are using drag to make the cars stick to the road […]

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Program: Programming

Fast Gear – Week 7

In order to move the AI they have a force applied to their rigidbodies in the z-axis that pushes them forward. We use a property of the rigidbody called drag, which is how much air resistance the car will have when forces are applied to them. It is a scale from 0 to infinity where 0 is no resistance at all and infinity makes them unable to move. We are using drag to make the cars stick to the road […]

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Program: Programming

Week 7, Highlights and thoughts

Hello again everyone!
Week 7 has been a a stressful blast.
Our main goal this week was to polish up our environment to a standard that we were happy with as we needed to provide  screenshots.
The work this week has been in form of different kind of in-game object that are usually refered to as props. However, today i want to dive more into the technical side of the creation.
To be able to fill the world with different assets, reusing parts is […]

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Program: Graphics

Week 7, Highlights and thoughts

Hello again everyone!
Week 7 has been a a stressful blast.
Our main goal this week was to polish up our environment to a standard that we were happy with as we needed to provide  screenshots.
The work this week has been in form of different kind of in-game object that are usually refered to as props. However, today i want to dive more into the technical side of the creation.
To be able to fill the world with different assets, reusing parts is […]

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Program: Graphics

BGP Fifth Post

We are drawing nearer to the deadline of this project, something that many times reveals whether or not one has over-scoped or stayed within realistic margins. As it turns out we have over-scoped to some degree. Something that is made apparent due to our need to cut a feature from our game, that being the pliers. This decision was pushed by the coders and then agreed upon by the rest of us. From a practical perspective the choice is a good […]

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Program: Graphics

BGP Fifth Post

We are drawing nearer to the deadline of this project, something that many times reveals whether or not one has over-scoped or stayed within realistic margins. As it turns out we have over-scoped to some degree. Something that is made apparent due to our need to cut a feature from our game, that being the pliers. This decision was pushed by the coders and then agreed upon by the rest of us. From a practical perspective the choice is a good […]

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Program: Graphics

Fast Gear Blog 3

Denna vecka har arbetet med positioneringen av samtliga bilar i spelet under fortsatt utveckling. Till att börja med så blev alla checkpoints placerade runtom på banan och blivit inlagda i en lista för att på ett lättare sätt bestämma vilken ordning alla checkpoints skall passeras.  På detta sätt bestämmer jag att när bilarna korsat sista checkpointen i listan så har de åkt ett helt varv.  Med hjälp av denna kan jag kontrollera vilka bilar som har åkt flest varv och passerat flest […]

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Program: Programming

Fast Gear Blog 3

Denna vecka har arbetet med positioneringen av samtliga bilar i spelet under fortsatt utveckling. Till att börja med så blev alla checkpoints placerade runtom på banan och blivit inlagda i en lista för att på ett lättare sätt bestämma vilken ordning alla checkpoints skall passeras.  På detta sätt bestämmer jag att när bilarna korsat sista checkpointen i listan så har de åkt ett helt varv.  Med hjälp av denna kan jag kontrollera vilka bilar som har åkt flest varv och passerat flest […]

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Program: Programming

Hearing the Call

This is something that I have been working on in my spare time for a while now, and I think I am about ready to call it done. With this I mostly wanted to work on my colour skills and apply some of the ideas and techniques that I learnt while working on my sword and dagger that I made previously. (Finished pics of the dagger will be coming up in a near future)

What I wanted […]

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Program: Graphics

Hearing the Call

This is something that I have been working on in my spare time for a while now, and I think I am about ready to call it done. With this I mostly wanted to work on my colour skills and apply some of the ideas and techniques that I learnt while working on my sword and dagger that I made previously. (Finished pics of the dagger will be coming up in a near future)

What I wanted […]

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Program: Graphics

BGP Fourth Post

After having tested our engines, Unity’s, IK system the results have turned out rather poorly. It would seem like there are a couple of reasons for why this is the case, most of which stem from the simple fact that Unity’s Built-in IK system is somewhat lacking. To explain the first one I will need to describe the basics of how to prepare a character in Unity for animation. As per the methods I have seen you can go about two […]

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Program: Graphics

BGP Fourth Post

After having tested our engines, Unity’s, IK system the results have turned out rather poorly. It would seem like there are a couple of reasons for why this is the case, most of which stem from the simple fact that Unity’s Built-in IK system is somewhat lacking. To explain the first one I will need to describe the basics of how to prepare a character in Unity for animation. As per the methods I have seen you can go about two […]

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Program: Graphics

BGP Third post

An increasing amount of complications have arisen as the question of how we implement our animations into our game engine, unity, becomes more prominent. That is to say, the problem does not lie with the prospect of implementing all of the animations but rather  specific group of them. That group is the one that has our character, the goblin, interact with the tools in the game. Items such as the pliers, the stretcher and the axe are problematic due to […]

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Program: Graphics

BGP Third post

An increasing amount of complications have arisen as the question of how we implement our animations into our game engine, unity, becomes more prominent. That is to say, the problem does not lie with the prospect of implementing all of the animations but rather  specific group of them. That group is the one that has our character, the goblin, interact with the tools in the game. Items such as the pliers, the stretcher and the axe are problematic due to […]

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Program: Graphics

Part 3: Learn Modularity or die

My dream job at the moment, besides becoming a world famous drummer, is to become an Environment Artist at a cool game studio. Pursuing this goal I have actively studied job openings for the past 2 years. Learning about what different qualifications studios need out of their artists has become helpful for me. It has helped me pushing myself to learning more and understanding what it takes to make it in the industry. During Alumni Days 2016 I met

May 13, 2017 / Comments Off on Part 3: Learn Modularity or die
Program: Graphics

Part 3: Learn Modularity or die

My dream job at the moment, besides becoming a world famous drummer, is to become an Environment Artist at a cool game studio. Pursuing this goal I have actively studied job openings for the past 2 years. Learning about what different qualifications studios need out of their artists has become helpful for me. It has helped me pushing myself to learning more and understanding what it takes to make it in the industry. During Alumni Days 2016 I met

May 13, 2017 / Comments Off on Part 3: Learn Modularity or die
Program: Graphics