
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 […]

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 […]

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
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
Part 3: Learn Modularity or die

Behind the scenes
A peek behind the curtains on a Saturday; our 1st year students hard at work building their games for the GGC Show Floor. Only 15 days to go!
It might be weekend-work, but it’s not in vain; there are well over 300 people currently signed up to come and playtest! Make sure you have a ticket too. The Visitors Pass is the cheapest option (pay what you want) and is good […]

Behind the scenes
A peek behind the curtains on a Saturday; our 1st year students hard at work building their games for the GGC Show Floor. Only 15 days to go!
It might be weekend-work, but it’s not in vain; there are well over 300 people currently signed up to come and playtest! Make sure you have a ticket too. The Visitors Pass is the cheapest option (pay what you want) and is good […]

Behind the scenes
A peek behind the curtains on a Saturday; our 1st year students hard at work building their games for the GGC Show Floor. Only 15 days to go!
It might be weekend-work, but it’s not in vain; there are well over 300 people currently signed up to come and playtest! Make sure you have a ticket too. The Visitors Pass is the cheapest option (pay what you want) and is good […]

Behind the scenes
A peek behind the curtains on a Saturday; our 1st year students hard at work building their games for the GGC Show Floor. Only 15 days to go!
It might be weekend-work, but it’s not in vain; there are well over 300 people currently signed up to come and playtest! Make sure you have a ticket too. The Visitors Pass is the cheapest option (pay what you want) and is good […]

Fast Gear
Fast Gear is a story driven racing game where the racing affects the story and the story affects the racing. The art style and music is 80s themed. The game is made in unity, the 3d art is made in 3Ds max and the 2D art is made in photoshop. Fast Gear is a story driven racing game where the racing affects the story and the story affects the racing. The art style and music is 80s themed. The game is made in unity, the 3d art is made in 3Ds max and the 2D art is made in photoshop.
Team
Fabian Thoma – Producer,
Tim Rojo – Programmer,
Daniel Qvarnemark – Art Lead,
Morgan Kringstad – Lead Design,
Simon Glans – Lead Programmer,
Jari Melgén – Artist,
Lucas Pålsson – Artist
www.facebook.com/fastgeargame/
Fast Gear
Team
Fabian Thoma – Producer,
Tim Rojo – Programmer,
Daniel Qvarnemark – Art Lead,
Morgan Kringstad – Lead Design,
Simon Glans – Lead Programmer,
Jari Melgén – Artist,
Lucas Pålsson – Artist
www.facebook.com/fastgeargame/

A Rat Betwixt
A rat Betwixt is an isometric, turn-based tactical game about the exploration of a bunker in future medieval Sweden. During that exploration, multiple players will be asked to complete objectives that can run counter to the survival or efforts of the rest of the group. Players control their avatars via tablet or phone screens, where their objectives and moves are hidden from other players.
The game uses Unity as its main engine, with music provided by Elias software. […]

A Rat Betwixt
A rat Betwixt is an isometric, turn-based tactical game about the exploration of a bunker in future medieval Sweden. During that exploration, multiple players will be asked to complete objectives that can run counter to the survival or efforts of the rest of the group. Players control their avatars via tablet or phone screens, where their objectives and moves are hidden from other players.
The game uses Unity as its main engine, with music provided by Elias software. […]

Amenti
Amenti is a first person dark, puzzle game, placed deep inside an Egyptian pyramid in the late 1800’s. You play as Sofia Thompson, a young archeologist that’s trapped in the pyramid, her left hand has been cursed and turned into “the hand of death”. Now she must venture down through the pyramid to reach the death realm and find the cure. During your adventure, you will face several puzzles that you must solve in order to continue your journey. Now […]

Amenti
Amenti is a first person dark, puzzle game, placed deep inside an Egyptian pyramid in the late 1800’s. You play as Sofia Thompson, a young archeologist that’s trapped in the pyramid, her left hand has been cursed and turned into “the hand of death”. Now she must venture down through the pyramid to reach the death realm and find the cure. During your adventure, you will face several puzzles that you must solve in order to continue your journey. Now […]

Hyperduct
Hyperduct is a two player party game in a tunnel shaped tent. Step into a large tunnel and be immersed as the walls and ceiling become your playfield.
Use your hands to knock back balls and utilize the field to your advantage by raising defensive walls and activate cannons to blast your opponent away! Hit objectives and the opponents goal to push your color over the playfield, the first player to fully cover the field wins!
Fast paced and focused around […]

Hyperduct
Hyperduct is a two player party game in a tunnel shaped tent. Step into a large tunnel and be immersed as the walls and ceiling become your playfield.
Use your hands to knock back balls and utilize the field to your advantage by raising defensive walls and activate cannons to blast your opponent away! Hit objectives and the opponents goal to push your color over the playfield, the first player to fully cover the field wins!
Fast paced and focused around […]

Drink or Die
In Drink or Die, you play as a mosquito competing against another mosquito. Your victim is a sleeping human in their bedroom, and your goal is to gather the most amount of blood as possible. You have to be careful though, because the human will notice you biting them. You have to be careful and decide how you should go about with your attack.Drink or Die is made with Unity and runs on a PC connected to a TV. In Drink or Die, you play as a mosquito competing against another mosquito. Your victim is a sleeping human in their bedroom, and your goal is to gather the most amount of blood as possible. You have to be careful though, because the human will notice you biting them. You have to be careful and decide how you should go about with your attack.Drink or Die is made with Unity and runs on a PC connected to a TV.
Drink or Die

RIM RAM RUM
Rim Ram Rum is a two player arena game, where you as the player, a pirate, needs to gather rum from space islands, but other pirates are also trying to get the rum. So defeat the opponent by ramming your opponent or destroying their ship by firing cannon balls. Dash around the map, gather rum and raise the crew moral! Lead Design – Philip Hagberg Enea
Team:
Lead Art – Alexander Linde
Lead Code – Antonio Ackalin
Lead Sound – Kaarle Nurmi
Producer […]

RIM RAM RUM
Rim Ram Rum is a two player arena game, where you as the player, a pirate, needs to gather rum from space islands, but other pirates are also trying to get the rum. So defeat the opponent by ramming your opponent or destroying their ship by firing cannon balls. Dash around the map, gather rum and raise the crew moral! Lead Design – Philip Hagberg Enea
Team:
Lead Art – Alexander Linde
Lead Code – Antonio Ackalin
Lead Sound – Kaarle Nurmi
Producer […]

The Summoning 04
This is the part of the project that is not as creative and fun but necessary. Especially with the beta coming!
After being done with the trees I took upon me the task of fixing some problems with the 3D assets. After last week when we got help with the shaders in Unity and that the problem still occurred where the outlines of the objects did not work and now there were a solution to the problems, this needed to be […]

The Summoning 04
This is the part of the project that is not as creative and fun but necessary. Especially with the beta coming!
After being done with the trees I took upon me the task of fixing some problems with the 3D assets. After last week when we got help with the shaders in Unity and that the problem still occurred where the outlines of the objects did not work and now there were a solution to the problems, this needed to be […]

Sound of Life – Digging sequence
Hallo everyone!
I’m back and this time I will talk about the “digging” in our game. When you think that you have wound a survivor you will have to dig them up. It is just one thing, you are not actually digging and their is a simple explanation for why, we do not have the time. We only have eight weeks to make the game and we did not want to spend have of that on a digging mechanic. Instead all […]

Sound of Life – Digging sequence
Hallo everyone!
I’m back and this time I will talk about the “digging” in our game. When you think that you have wound a survivor you will have to dig them up. It is just one thing, you are not actually digging and their is a simple explanation for why, we do not have the time. We only have eight weeks to make the game and we did not want to spend have of that on a digging mechanic. Instead all […]