
The Summoning 03
This the part of the project that I got back to my treemaking. In the beginning of this project (after the writing of the style guide) I got the task of modelling the trees for the environment.
I started this task by researching different types of tree that are/were native to Japan to get the feeling of the setting in the game. After collecting a bunch of references I ended up with three types of trees that looked similar but not […]

The Summoning 03
This the part of the project that I got back to my treemaking. In the beginning of this project (after the writing of the style guide) I got the task of modelling the trees for the environment.
I started this task by researching different types of tree that are/were native to Japan to get the feeling of the setting in the game. After collecting a bunch of references I ended up with three types of trees that looked similar but not […]

Week 4: Actual UI implementation, Alpha Presentation
The Alpha has come and gone , its presentation over. Feedback mainly centered around difficulty in determining which player is where and doing what, indicating our placeholder art needs to be replaced ASAP. But that would not make a very good blogpost, so here instead the project UI and where it derives its statistics are obtained. Remember that all art here is placeholder at the moment, meant only to represent what each player should see, not what they WILL see.
The […]

Week 4: Actual UI implementation, Alpha Presentation
The Alpha has come and gone , its presentation over. Feedback mainly centered around difficulty in determining which player is where and doing what, indicating our placeholder art needs to be replaced ASAP. But that would not make a very good blogpost, so here instead the project UI and where it derives its statistics are obtained. Remember that all art here is placeholder at the moment, meant only to represent what each player should see, not what they WILL see.
The […]

Neon Skies
Week 6
Hello! My name is Erik Levin and I am in the second year of the Game Design, Graphics, program at Uppsala University, Campus Gotland.
Im working on a game called Neon Skies.
This week i began and finished the mesh for the 3d person character. It took a long time becuase i had som technical difficulities with Maya, or rather Autodesk. However i solved it and once that was done it went smooth.
I started by doing the left side of the […]

Neon Skies
Week 6
Hello! My name is Erik Levin and I am in the second year of the Game Design, Graphics, program at Uppsala University, Campus Gotland.
Im working on a game called Neon Skies.
This week i began and finished the mesh for the 3d person character. It took a long time becuase i had som technical difficulities with Maya, or rather Autodesk. However i solved it and once that was done it went smooth.
I started by doing the left side of the […]

Rune Mages – The rune icons
Celtic Symbols
During the production of the game it occurred that runes that was going to be a huge part of the game would have to be designed, and rather sooner than later. The runes that are used in the game are heavily inspired by old Celtic symbols and I was put in charge for the design of the runes. We didn’t want to copy an existing symbol straight off so I had to do some research on what is special with […]

Rune Mages – The rune icons
Celtic Symbols
During the production of the game it occurred that runes that was going to be a huge part of the game would have to be designed, and rather sooner than later. The runes that are used in the game are heavily inspired by old Celtic symbols and I was put in charge for the design of the runes. We didn’t want to copy an existing symbol straight off so I had to do some research on what is special with […]

Assets
Somnium – (Late) 2nd Update
Here’s another late update! (oopsie)
During the second week of production i created some asset for the game. Since Olivia is walking through her dreams, we wanted to fill the world with objects that are weird and out of place. As well as objects that represents Olivia as a character.
When creating the first batch of assets I would just look at an image of an object I found online and try to recreate that thing. This might […]

Assets
Somnium – (Late) 2nd Update
Here’s another late update! (oopsie)
During the second week of production i created some asset for the game. Since Olivia is walking through her dreams, we wanted to fill the world with objects that are weird and out of place. As well as objects that represents Olivia as a character.
When creating the first batch of assets I would just look at an image of an object I found online and try to recreate that thing. This might […]

Making Art out of Words
Can’t believe how fast the weeks go by, panic is starting to set in. However, rather than expressing my current state of hysteria, I was actually intending to go through how I went about designing our logotypes. I am actually quite fond of working with banners, emblems and symbols. Using my drawing tablet and Photoshop I start of with trying out various fonts that I like. You can say a lot with text and in a logotype the shape and colours […]

Making Art out of Words
Can’t believe how fast the weeks go by, panic is starting to set in. However, rather than expressing my current state of hysteria, I was actually intending to go through how I went about designing our logotypes. I am actually quite fond of working with banners, emblems and symbols. Using my drawing tablet and Photoshop I start of with trying out various fonts that I like. You can say a lot with text and in a logotype the shape and colours […]

Touching the game world
I’ve been working on a system to detect the touch of a finger, this of course is because we are building the game for an android device. For this we need to have a series of inputs that sense the difference between when a finger is touching the screen, letting go of the screen, and movement of the finger across the screen. Since the game also uses 3D perspective and 3D assets, it is crucial that the fingers positioning on […]

Touching the game world
I’ve been working on a system to detect the touch of a finger, this of course is because we are building the game for an android device. For this we need to have a series of inputs that sense the difference between when a finger is touching the screen, letting go of the screen, and movement of the finger across the screen. Since the game also uses 3D perspective and 3D assets, it is crucial that the fingers positioning on […]

Eyes Align – Development Week 4
During this week, my work has gone almost entirely towards finalizing the Twine protoype, with the potential for importing this prototype into unreal 4.
There was more coding to be done than I had previously assumed of Twine, but nonetheless, there were results to be had from importing images and sound: We could quickly get a feeling for how the pace of the game would potentially be like and how the atmosphere would feel.
A scene from twine. Point and click interactions
However, […]

Eyes Align – Development Week 4
During this week, my work has gone almost entirely towards finalizing the Twine protoype, with the potential for importing this prototype into unreal 4.
There was more coding to be done than I had previously assumed of Twine, but nonetheless, there were results to be had from importing images and sound: We could quickly get a feeling for how the pace of the game would potentially be like and how the atmosphere would feel.
A scene from twine. Point and click interactions
However, […]

Rune Mages – VFX
Rune Mages
Rune Mages is a game that can be described as a mix between X-Com and Magicka. It’s a strategy- based tactical combat game that takes place in a turn based style and is being made with Unity. The player controls two mages who have three different runes at their disposal to create spells. Combining runes creates more powerful spells in their fight against the demons who have emerged for bellow the ground.
Learning the Unity Particle System
My role in this […]

Rune Mages – VFX
Rune Mages
Rune Mages is a game that can be described as a mix between X-Com and Magicka. It’s a strategy- based tactical combat game that takes place in a turn based style and is being made with Unity. The player controls two mages who have three different runes at their disposal to create spells. Combining runes creates more powerful spells in their fight against the demons who have emerged for bellow the ground.
Learning the Unity Particle System
My role in this […]
Manager, Moreover
Since the critter will evolve through stages in life we would have to create some sort of evolution process. My thoughts around this was to have one game object that could change mesh, material and collider, depending upon which stage its currently in. I started this by giving the critter object (see previous blog post) access to all the different meshes and mesh-colliders within its own script. Then by referring to the age in the critter save it could change […]
Manager, Moreover
Since the critter will evolve through stages in life we would have to create some sort of evolution process. My thoughts around this was to have one game object that could change mesh, material and collider, depending upon which stage its currently in. I started this by giving the critter object (see previous blog post) access to all the different meshes and mesh-colliders within its own script. Then by referring to the age in the critter save it could change […]

The Beginning
In this, the first blog post, I will describe my work around the construction of what will become the ”Critter” in ”CritterFlux”. This critter is supposed to receive input in the form of touching it, feeding it, and other interactions. The plan the team had with the critter is to give people a reason to love it and the feeling of responsibility towards it. To accomplish this the different interactions would have to ”mean” something, and here is were I […]

The Beginning
In this, the first blog post, I will describe my work around the construction of what will become the ”Critter” in ”CritterFlux”. This critter is supposed to receive input in the form of touching it, feeding it, and other interactions. The plan the team had with the critter is to give people a reason to love it and the feeling of responsibility towards it. To accomplish this the different interactions would have to ”mean” something, and here is were I […]

Lightning and shaders
This last week I have focused on lightning and shader effects for the game, all lightning have been redone and all shaders have been reworked and improved. The reason that I redid all of this was both to improve preformance but also to allow us to be more flexible and make it easier for us to add and change the effects and shaders that we are using.
I also started to implement shaderforge shaders to the game, spent a day or two […]

Lightning and shaders
This last week I have focused on lightning and shader effects for the game, all lightning have been redone and all shaders have been reworked and improved. The reason that I redid all of this was both to improve preformance but also to allow us to be more flexible and make it easier for us to add and change the effects and shaders that we are using.
I also started to implement shaderforge shaders to the game, spent a day or two […]