
Educators: don’t forget to register for the Summit
The Higher Education Video Game Alliance is joining us on Gotland at the end of May!
There is still some room in the Game Educators Summit. Are you too pressed for time to attend the full Summit + GGC? We have a suggestion!
Why not attend just the last two days: Tue 30 – Wed 31. That will get you the final day of the GGC show floor, with awards and mingle (= get to know everyone), […]

Educators: don’t forget to register for the Summit
The Higher Education Video Game Alliance is joining us on Gotland at the end of May!
There is still some room in the Game Educators Summit. Are you too pressed for time to attend the full Summit + GGC? We have a suggestion!
Why not attend just the last two days: Tue 30 – Wed 31. That will get you the final day of the GGC show floor, with awards and mingle (= get to know everyone), […]

Pump the Frog
Inflate The Frog! Roll slip and squeeze your way around this 2d-puzzle-platformer as The Hungry Frog. Control your size and affect the environment at the same time to devour as many flies as possible!
Pump the Frog was awarded Best 1st Year Project, Almedalen Library Award, the Cha-ching award (most commercially viable) and the Pwnage Award at the Gotland Game Conference 2017. It went on to win Best Execution in Art at the Swedish Game Awards 2017, […]

Pump the Frog
Inflate The Frog! Roll slip and squeeze your way around this 2d-puzzle-platformer as The Hungry Frog. Control your size and affect the environment at the same time to devour as many flies as possible!
Pump the Frog was awarded Best 1st Year Project, Almedalen Library Award, the Cha-ching award (most commercially viable) and the Pwnage Award at the Gotland Game Conference 2017. It went on to win Best Execution in Art at the Swedish Game Awards 2017, […]

[5SD037] Behaviour Trees
So in this blog post I will write about my latest work. Lately I have mostly been working on artificial intelligence. For this project I chose BTs (Short for Behaviour Trees), because they are popular and I think it something every programmer should know. Whether you are a gameplay or artificial intelligence programmer. I first spent a lot of time researching and trying to find a good and cheap library/framework implementation of BTs by someone else. However I came to the conclusion it […]

[5SD037] Behaviour Trees
So in this blog post I will write about my latest work. Lately I have mostly been working on artificial intelligence. For this project I chose BTs (Short for Behaviour Trees), because they are popular and I think it something every programmer should know. Whether you are a gameplay or artificial intelligence programmer. I first spent a lot of time researching and trying to find a good and cheap library/framework implementation of BTs by someone else. However I came to the conclusion it […]
BGP – Day 31
A day of everything
I started this day with adding all the games animations that are when the character is standing still. Since all the movement animations where done, other than that I only have one animation left where the character pulls a lever. This includes animating the character with a prop. But before I got to work on that one and after I had added all the other animations I got feedback to fix one of the running animations since […]
BGP – Day 31
A day of everything
I started this day with adding all the games animations that are when the character is standing still. Since all the movement animations where done, other than that I only have one animation left where the character pulls a lever. This includes animating the character with a prop. But before I got to work on that one and after I had added all the other animations I got feedback to fix one of the running animations since […]

Big Game Projekt: post 3
Better late than never.
Now that all the problems in my previous post has been solved and everything is working the way it should, in before I just jinxed it, I have finally been able to do some actual animations without some error popping up. I have also gotten myself a gif program that allows me to record directly from my screen to ease things up and so that I can start showing my work properly. So without further ado, here […]

Big Game Projekt: post 3
Better late than never.
Now that all the problems in my previous post has been solved and everything is working the way it should, in before I just jinxed it, I have finally been able to do some actual animations without some error popping up. I have also gotten myself a gif program that allows me to record directly from my screen to ease things up and so that I can start showing my work properly. So without further ado, here […]
BGP – Day 30
Getting stuck
During the morning I didn’t go to the office where we usually start to work at around 09:00, since I had a seminar to attend at 10:00. Since going by bike to the office set up my computer, start the programs I’m using and then having to close everything to go to the university wouldn’t be a very effective use of my time. I instead did some errands during that hour and then I stayed two hours longer in […]
BGP – Day 30
Getting stuck
During the morning I didn’t go to the office where we usually start to work at around 09:00, since I had a seminar to attend at 10:00. Since going by bike to the office set up my computer, start the programs I’m using and then having to close everything to go to the university wouldn’t be a very effective use of my time. I instead did some errands during that hour and then I stayed two hours longer in […]

Cleaning and optimizing
This weeks’ blog will not be about the Human character, as the previous ones were, but will instead be about the Demon class. The Demon class was not as well planned and structured as other parts of the project. The reasson has been that no one has taken it as their field of work, which has made it into a class where codes got dumped into. I took the responsibility to clean it as the other members are busy with other code parts in the projects […]

Cleaning and optimizing
This weeks’ blog will not be about the Human character, as the previous ones were, but will instead be about the Demon class. The Demon class was not as well planned and structured as other parts of the project. The reasson has been that no one has taken it as their field of work, which has made it into a class where codes got dumped into. I took the responsibility to clean it as the other members are busy with other code parts in the projects […]

How I greenscreen
Hello again!
Last week I managed to finish the puppets and that means that this week will be the week of After Effects!!
To make a proper green screen I needed a few things.
A big brightly green peace of cloth
Strong white lights with filters to blur the shadows
And a descent camera that I can trust give me sharp images
The greens screen process is easy in the sense that I only need to film my sense. But here I tried to make slow […]

How I greenscreen
Hello again!
Last week I managed to finish the puppets and that means that this week will be the week of After Effects!!
To make a proper green screen I needed a few things.
A big brightly green peace of cloth
Strong white lights with filters to blur the shadows
And a descent camera that I can trust give me sharp images
The greens screen process is easy in the sense that I only need to film my sense. But here I tried to make slow […]

BGP 2017 Fast Gear: Environment
Since a couple of weeks now while I’ve been busy with making the cars, Lucas, another graphical artist in my group, has been working on making most of the assets for the environment such as houses, trees as well as the racetrack itself. Since the beginning of this week, after I’ve done all of the cars we’re going to use for now (as well as a few other environmental assets), I’ve begun to put everything together as well as improving the lighting […]

BGP 2017 Fast Gear: Environment
Since a couple of weeks now while I’ve been busy with making the cars, Lucas, another graphical artist in my group, has been working on making most of the assets for the environment such as houses, trees as well as the racetrack itself. Since the beginning of this week, after I’ve done all of the cars we’re going to use for now (as well as a few other environmental assets), I’ve begun to put everything together as well as improving the lighting […]
BGP 2017 – The pliers
The pliers are used to move the prosthetic from the furnace and to attach the prosthetic to the orc.
To use the pliers the goblins have to pick up one handle each. Each part of the pliers then follows the player. To pick something up with the pliers, the players must clamp it between the ends of the pliers.
The players must then move very carefully to not let up the pressure of the pliers, or it will let go of the […]
BGP 2017 – The pliers
The pliers are used to move the prosthetic from the furnace and to attach the prosthetic to the orc.
To use the pliers the goblins have to pick up one handle each. Each part of the pliers then follows the player. To pick something up with the pliers, the players must clamp it between the ends of the pliers.
The players must then move very carefully to not let up the pressure of the pliers, or it will let go of the […]

BGP2017 – Amputation
For the vertical slice of the game the way you ”heal” the orcs is by amputating the hurt limbs of the orc using the axe and then attaching a prosthetic.
To implement this the mesh is split up into 14 separate objects which are all rigged to one rig. For each limb which can be amputated there is a child object in the rig hierarchy at the same level as the limb which can be amputated. This object has a limb […]

BGP2017 – Amputation
For the vertical slice of the game the way you ”heal” the orcs is by amputating the hurt limbs of the orc using the axe and then attaching a prosthetic.
To implement this the mesh is split up into 14 separate objects which are all rigged to one rig. For each limb which can be amputated there is a child object in the rig hierarchy at the same level as the limb which can be amputated. This object has a limb […]

Veckoreflektion V.5-7 Fast Gear
Under dessa veckor har jag arbetat med olika delar av spelet. Dessa innefattar spelarstyrning, AI och dess beteende.
Det jag har arbetat med i spelarstyrning är att få den att kännas ”bra”, att ge styrningen en näst in till realistisk känsla med andra ord. Detta är högst individuellt vilket gör det svårt att få en generaliserad ”realistisk” känsla. Dock har vi i gruppen försökt att med jämna mellanrum speltestat för att se hur spelarstyrningen känns. Det som har ändrats på är hur bilen […]

Veckoreflektion V.5-7 Fast Gear
Under dessa veckor har jag arbetat med olika delar av spelet. Dessa innefattar spelarstyrning, AI och dess beteende.
Det jag har arbetat med i spelarstyrning är att få den att kännas ”bra”, att ge styrningen en näst in till realistisk känsla med andra ord. Detta är högst individuellt vilket gör det svårt att få en generaliserad ”realistisk” känsla. Dock har vi i gruppen försökt att med jämna mellanrum speltestat för att se hur spelarstyrningen känns. Det som har ändrats på är hur bilen […]