
Digitala Gotland 2017
Our local computer shop arranges an IT exhibition every year. For 2017 they rechristened it “Digitala Gotland” and moved down to Wisby Strand – literally across the street from campus. So they reached out and invited us to their show floor and scene program, which were happy to avail ourselves off.
A few of our students put up three new games for the public to try out, while Adam Mayes spoke, twice, about the […]

Digitala Gotland 2017
Our local computer shop arranges an IT exhibition every year. For 2017 they rechristened it “Digitala Gotland” and moved down to Wisby Strand – literally across the street from campus. So they reached out and invited us to their show floor and scene program, which were happy to avail ourselves off.
A few of our students put up three new games for the public to try out, while Adam Mayes spoke, twice, about the […]

BGP – Day 27
Fixing shaking hands and camera
During this day I just had to focus on fixing the details of the animations, focusing my work on the hands as they have some twitching going on. Which includes going through all the bones in the hand and using F-curves and a filter called Butterworth too smooth them out. Which looks like this:
Before
After
Smoothing the animations out I can keep some of the original movement that exists within the motion capture data, but remove the shaking/twitching. […]

BGP – Day 27
Fixing shaking hands and camera
During this day I just had to focus on fixing the details of the animations, focusing my work on the hands as they have some twitching going on. Which includes going through all the bones in the hand and using F-curves and a filter called Butterworth too smooth them out. Which looks like this:
Before
After
Smoothing the animations out I can keep some of the original movement that exists within the motion capture data, but remove the shaking/twitching. […]

BGP – Vecka 6
Denna vecka har jag varit hemma sjuk och har inte fått jätte mycket gjort. Måndagen var en helgdag så då var gruppen ledig, Tisdag och Onsdag låg jag hemma i feber.
När jag väl återhämtat mig och kunnat börja arbeta igen så har fokuset legat på att göra klart texturerna till våra modeller. Under Torsdagen och Fredagen har jag arbetat med texturen till vår boss. Denna textur har tagit längre tid än övriga texturer på grund av det faktum att bossen […]

BGP – Vecka 6
Denna vecka har jag varit hemma sjuk och har inte fått jätte mycket gjort. Måndagen var en helgdag så då var gruppen ledig, Tisdag och Onsdag låg jag hemma i feber.
När jag väl återhämtat mig och kunnat börja arbeta igen så har fokuset legat på att göra klart texturerna till våra modeller. Under Torsdagen och Fredagen har jag arbetat med texturen till vår boss. Denna textur har tagit längre tid än övriga texturer på grund av det faktum att bossen […]

The Summoning – Blog Post 2
Hello again!
I’m Peo Johansson, a graphic artist and the lead sound designer on team Ninja Slice, currently working on the game The Summoning as a student project.
As you may remember, our game is a top-down perspective 3D asymmetrical multiplayer game, where one player controls a single human and the other player plays a demon and controls the game akin to an RTS. The game is inspired by east Asian mythology, particularly Japanese mythology such as Shintoism.
This time I’ll focus on a […]

The Summoning – Blog Post 2
Hello again!
I’m Peo Johansson, a graphic artist and the lead sound designer on team Ninja Slice, currently working on the game The Summoning as a student project.
As you may remember, our game is a top-down perspective 3D asymmetrical multiplayer game, where one player controls a single human and the other player plays a demon and controls the game akin to an RTS. The game is inspired by east Asian mythology, particularly Japanese mythology such as Shintoism.
This time I’ll focus on a […]

Goblin Doctors: Sorry and Week 1
Hi! For five weeks, I’ve been working on the game project Goblin Doctors and not one single blog post have I written about it. Sorry about that . To make up for this I will over a few days recap the main tasks that I’ve been working with during these five weeks. Let’s start off with week one, shall we?
Week 1 – Goblin engineering
This week I’ve been working on concepts and made meshes for three different tools that the player […]

Goblin Doctors: Sorry and Week 1
Hi! For five weeks, I’ve been working on the game project Goblin Doctors and not one single blog post have I written about it. Sorry about that . To make up for this I will over a few days recap the main tasks that I’ve been working with during these five weeks. Let’s start off with week one, shall we?
Week 1 – Goblin engineering
This week I’ve been working on concepts and made meshes for three different tools that the player […]

Characters
Our game is described as a story-oriented racing-game. They idea is that the results and events that happen during the races will change how people percieve you.
Ofcourse we have the press conferences, where the player will get to answer questions which will build up expectations on the play player during the race, but we also wanted to have more intimate character-interactions, which are mostly with you fellow drivers.
In the vertical slice of our game that we will show during GGC, […]

Characters
Our game is described as a story-oriented racing-game. They idea is that the results and events that happen during the races will change how people percieve you.
Ofcourse we have the press conferences, where the player will get to answer questions which will build up expectations on the play player during the race, but we also wanted to have more intimate character-interactions, which are mostly with you fellow drivers.
In the vertical slice of our game that we will show during GGC, […]

A Ray of Hope: Texture Update
I need to recall making more of these. How many did we have to make again? Eight? I don’t know.
I’ll update when I have a number of things to show.
The textures for sinks, toilets, and stalls are finished, rusty and old as they should be compared to the pleasant and nice before pictures…
3D coat, as my program of choice when it comes to textures, which makes this sort of thing fairly easy to make. It took […]

A Ray of Hope: Texture Update
I need to recall making more of these. How many did we have to make again? Eight? I don’t know.
I’ll update when I have a number of things to show.
The textures for sinks, toilets, and stalls are finished, rusty and old as they should be compared to the pleasant and nice before pictures…
3D coat, as my program of choice when it comes to textures, which makes this sort of thing fairly easy to make. It took […]

GGC Powerpoint
Yesterday I worked with the GGC powerpoint all day, I wanted it to look really good and really show how the game is by just watching the presentation, (duh), maybe not with words but with gifs, a good background, sound and a nice font. I fixed the logo a bit more because it was hard to see the darker letters on a dark background, to fix that I made better rimlight and also made the last letters less greenish and […]

GGC Powerpoint
Yesterday I worked with the GGC powerpoint all day, I wanted it to look really good and really show how the game is by just watching the presentation, (duh), maybe not with words but with gifs, a good background, sound and a nice font. I fixed the logo a bit more because it was hard to see the darker letters on a dark background, to fix that I made better rimlight and also made the last letters less greenish and […]

[5SD037] Pathfinding
So during my last blog post I wrote about network, one important aspect in our vertical slice of the game. And in this post I will continue with another important system in the game. As the title implies it’s pathfinding.
So if you haven’t read the first post yet I encourage you to do it before this one. So as I wrote in the introduction you can play as demon in the game who has the ability to spawn minions from portal (who demon […]

[5SD037] Pathfinding
So during my last blog post I wrote about network, one important aspect in our vertical slice of the game. And in this post I will continue with another important system in the game. As the title implies it’s pathfinding.
So if you haven’t read the first post yet I encourage you to do it before this one. So as I wrote in the introduction you can play as demon in the game who has the ability to spawn minions from portal (who demon […]

A Dangerous Game? Problematic Aspects of Digital Gaming
This is the fifth symposium on digital games hosted by the Swedish Museum of Science and Technology. This time we were discussing game addiction / problematic gaming. Our new colleague Patrick Prax shared his research taking a holistic approach to treatment.
“Rather than taking games away, we need to add life back.”
More people than ever before are playing digital games. For many it is just an enjoyable leisure activity but games and […]

A Dangerous Game? Problematic Aspects of Digital Gaming
This is the fifth symposium on digital games hosted by the Swedish Museum of Science and Technology. This time we were discussing game addiction / problematic gaming. Our new colleague Patrick Prax shared his research taking a holistic approach to treatment.
“Rather than taking games away, we need to add life back.”
More people than ever before are playing digital games. For many it is just an enjoyable leisure activity but games and […]

BGP – Day 26
Animation Issues..
I thought I was going to get to work on the animations today, but guess what, more problems! Today was an issue regarding the rotation of the arm, where the arm didn’t rotate with the hand as it should and didn’t even move with the hand. Causing this:
What I figures is that since the RIG has an extra bone for the forearm to simulate a more realistic rotation/deformation of the arm this might be the problem. So what i […]

BGP – Day 26
Animation Issues..
I thought I was going to get to work on the animations today, but guess what, more problems! Today was an issue regarding the rotation of the arm, where the arm didn’t rotate with the hand as it should and didn’t even move with the hand. Causing this:
What I figures is that since the RIG has an extra bone for the forearm to simulate a more realistic rotation/deformation of the arm this might be the problem. So what i […]

BGP – Day 25
Changing the characters position
Exactly as the title says, I have been editing the characters position in motionbuilder so that all animations originate from the same position. If this isn’t done it would otherwise cause the animation to move all over the place. This mean that I had to take the animations, move them into whats called the ”storyline”.
Activate a certain optioned called ghost then choose the translation tool, reset the position to 0, 0, 0 and repeat that process for all […]

BGP – Day 25
Changing the characters position
Exactly as the title says, I have been editing the characters position in motionbuilder so that all animations originate from the same position. If this isn’t done it would otherwise cause the animation to move all over the place. This mean that I had to take the animations, move them into whats called the ”storyline”.
Activate a certain optioned called ghost then choose the translation tool, reset the position to 0, 0, 0 and repeat that process for all […]