Creating the walls
Hello!
In this blog post I’m going to talk about the walls for the game that I made. As I was planning for the walls I started to do a little research on how others go about doing a modular environment and the textures.
After I got the metrics for the game on how big the walls should be I started to make a simple wall. The next step was to create a trim sheet. I made high poly panels for the […]
Creating the walls
Hello!
In this blog post I’m going to talk about the walls for the game that I made. As I was planning for the walls I started to do a little research on how others go about doing a modular environment and the textures.
After I got the metrics for the game on how big the walls should be I started to make a simple wall. The next step was to create a trim sheet. I made high poly panels for the […]

Refracted Fate: More Textures
So last Friday I finished up making textures for my Misc items so far, and ran into difficulties with trying to add text to things such as the mug. I later decided against text for the sake of not recalling how I did that last time.
Sadly, I could not figure out how to make the glass mildly see-through in the engine. I will try to look into if it is possible in my free time.

Refracted Fate: More Textures
So last Friday I finished up making textures for my Misc items so far, and ran into difficulties with trying to add text to things such as the mug. I later decided against text for the sake of not recalling how I did that last time.
Sadly, I could not figure out how to make the glass mildly see-through in the engine. I will try to look into if it is possible in my free time.

Big Game Project: Post 5
This week was a lot more hectic in comparison to the previous one as I was given a new character to work on while having some other work on the side that needed to be done aswell.
Now, let me introduce our first enemy character. He is big! He is bad! He is… smelly? The Troll!
Don’t scratch your bum as I am giving you an introduction you big oaf… Ohh well, either way, sadly I can’t give you much of a backstory for this […]

Big Game Project: Post 5
This week was a lot more hectic in comparison to the previous one as I was given a new character to work on while having some other work on the side that needed to be done aswell.
Now, let me introduce our first enemy character. He is big! He is bad! He is… smelly? The Troll!
Don’t scratch your bum as I am giving you an introduction you big oaf… Ohh well, either way, sadly I can’t give you much of a backstory for this […]

Big Game Project: Post 4
Week 6 was not so productive on my end so this post will be somewhat short in comparison with the others. What I did this week was some modifications to the attack animations, but for the most part I was waiting for the others to finish the skinning of our second character. Skinning is the process where you set how much pull each bone has on the different parts of the mesh (the different parts of the character in this case).
Here […]

Big Game Project: Post 4
Week 6 was not so productive on my end so this post will be somewhat short in comparison with the others. What I did this week was some modifications to the attack animations, but for the most part I was waiting for the others to finish the skinning of our second character. Skinning is the process where you set how much pull each bone has on the different parts of the mesh (the different parts of the character in this case).
Here […]

Week 6 : Beta and the re-design of UI systems
The pre-beta playtest has come and gone, lending a number of reviews with information we were mostly already aware of. However, this was still a critical event as this confirms the need for re-designing the game in some key areas, including the very system we use to move our players and let them take actions. This blog post will thus detail the design work done before the feature freeze to come, rather than the producer side of handling the beta […]

Week 6 : Beta and the re-design of UI systems
The pre-beta playtest has come and gone, lending a number of reviews with information we were mostly already aware of. However, this was still a critical event as this confirms the need for re-designing the game in some key areas, including the very system we use to move our players and let them take actions. This blog post will thus detail the design work done before the feature freeze to come, rather than the producer side of handling the beta […]

BGP 2017 Fast Gear: Trailer
Since pretty much all of the environment and lighting/post processing had been done (except for polishing and tweaking) I could start edit together a trailer we needed of the game. This is both for our application to this years Swedish Game Awards as well as for Gotland Game Conference 2017 (GGC2017) coming up this weekend.
A couple of weeks back we started planning different shots we wanted to include as well as what kind of music and potential sound effects we wanted to use. […]

BGP 2017 Fast Gear: Trailer
Since pretty much all of the environment and lighting/post processing had been done (except for polishing and tweaking) I could start edit together a trailer we needed of the game. This is both for our application to this years Swedish Game Awards as well as for Gotland Game Conference 2017 (GGC2017) coming up this weekend.
A couple of weeks back we started planning different shots we wanted to include as well as what kind of music and potential sound effects we wanted to use. […]
The Summoning 05
Level design and some other small things that needed to be fixed on other parts of the project.
First of all, I’m afraid to touch level design. I’m afraid of being responsible for a player not finding their way to the end or make them confused and bored. That is why I didn’t want to touch this part. But the one responsible was needed elsewhere on the project so I had to take over.
I was lucky that the level design already […]
The Summoning 05
Level design and some other small things that needed to be fixed on other parts of the project.
First of all, I’m afraid to touch level design. I’m afraid of being responsible for a player not finding their way to the end or make them confused and bored. That is why I didn’t want to touch this part. But the one responsible was needed elsewhere on the project so I had to take over.
I was lucky that the level design already […]

Bachelor’s thesis
Hello everyone, it’s been a while!
I’ve spent the past month and a half writing my bachelor’s thesis. Originally I wanted to do something creative, specifically a 3D environment which I could use as part of my portfolio when looking for jobs after graduating.
However, my tutor didn’t think this idea was suitable for a thesis, so I ended up iterating my project until it became something entirely different and entirely theoretical.
I’ve written my thesis on the subject of cultural appropriation in […]

Bachelor’s thesis
Hello everyone, it’s been a while!
I’ve spent the past month and a half writing my bachelor’s thesis. Originally I wanted to do something creative, specifically a 3D environment which I could use as part of my portfolio when looking for jobs after graduating.
However, my tutor didn’t think this idea was suitable for a thesis, so I ended up iterating my project until it became something entirely different and entirely theoretical.
I’ve written my thesis on the subject of cultural appropriation in […]

A Rat Betwixt Blog Post #4 – Additional In-Game Content
Hello, everyone!
So yes, in my last Blog Post I promised that I would show off some actual 3D coming from me! This is not me saying that rigging and skinning characters or drawing 2D turnarounds for characters isn’t 3D. In 3D projects where characters and animations are important, those things are just as necessary as making the 3D models.
However, skinning and rigging are not really the most interesting topics when it comes to 3D. In fact, they are amongst the most […]

A Rat Betwixt Blog Post #4 – Additional In-Game Content
Hello, everyone!
So yes, in my last Blog Post I promised that I would show off some actual 3D coming from me! This is not me saying that rigging and skinning characters or drawing 2D turnarounds for characters isn’t 3D. In 3D projects where characters and animations are important, those things are just as necessary as making the 3D models.
However, skinning and rigging are not really the most interesting topics when it comes to 3D. In fact, they are amongst the most […]

Sound of Life Blog #3
Hello again!
Today I want to talk about vertex coloring and how I used this method in order to blend between different textures.
But what is vertex coloring?
Vertex coloring is a way of utilizing the vertices on your mesh in order to paint in an already done texture. For this blog, I am going to show how I blended between two concrete textures with vertex coloring.
I started off by making a new material and inside the material editor, I imported the diffuse […]

Sound of Life Blog #3
Hello again!
Today I want to talk about vertex coloring and how I used this method in order to blend between different textures.
But what is vertex coloring?
Vertex coloring is a way of utilizing the vertices on your mesh in order to paint in an already done texture. For this blog, I am going to show how I blended between two concrete textures with vertex coloring.
I started off by making a new material and inside the material editor, I imported the diffuse […]

A Rat Betwixt Blog Post #3 – Additional 3D Work
Hello, everyone!
So, for those of you who have just now stumbled upon this blog of mine. I have been giving insight into our second year Game Design Studies finals game project, some backstory and what I have worked on for it.
So far most of my work has had a lot of do with character design and doing 2D art. Which may seem a bit off for when the project itself is for a 3D game. Well, that is just how it […]

A Rat Betwixt Blog Post #3 – Additional 3D Work
Hello, everyone!
So, for those of you who have just now stumbled upon this blog of mine. I have been giving insight into our second year Game Design Studies finals game project, some backstory and what I have worked on for it.
So far most of my work has had a lot of do with character design and doing 2D art. Which may seem a bit off for when the project itself is for a 3D game. Well, that is just how it […]
Dynamic Camera, Joining the Game, and Reset
The work week that was 1-5 May mostly consisted of work tasks of not very big size, so I’ll detail a few, but not all, of the things I did instead of just one task per post as I did previously. One of the things i made then was a dynamic camera. It zooms in on the character that is currently doing their action. The camera zooms out to show everyone while the players plan their turns. The camera is positioned right in […]
Dynamic Camera, Joining the Game, and Reset
The work week that was 1-5 May mostly consisted of work tasks of not very big size, so I’ll detail a few, but not all, of the things I did instead of just one task per post as I did previously. One of the things i made then was a dynamic camera. It zooms in on the character that is currently doing their action. The camera zooms out to show everyone while the players plan their turns. The camera is positioned right in […]