The healthbar
This is my first entry for the blog assignment we got. I chose the healthbar for the first week, since I’ve recently implemented its functionality.
What?
The healthbar is a central mechanic in very many games. It’s purpose is to represent the players health, in other words how many hits he can take before the game is over. Healthbars have taken many different forms in many different games. The Call of Duty series for instance uses the screen itself to indicate how […]
The healthbar
This is my first entry for the blog assignment we got. I chose the healthbar for the first week, since I’ve recently implemented its functionality.
What?
The healthbar is a central mechanic in very many games. It’s purpose is to represent the players health, in other words how many hits he can take before the game is over. Healthbars have taken many different forms in many different games. The Call of Duty series for instance uses the screen itself to indicate how […]
ZBrush Braid Tutorial
Since I was asked on Twitch how I made the braids on the character I am working on, I promised I would record a little demo, and here it is!
I originally found the technique in a tutorial by Art for games, but I have been unable to find an original source for the picture. Anyways I thought, being a ZBrush noob, that it was really hard to follow and I needed to google a lot of the features used. It […]
ZBrush Braid Tutorial
Since I was asked on Twitch how I made the braids on the character I am working on, I promised I would record a little demo, and here it is!
I originally found the technique in a tutorial by Art for games, but I have been unable to find an original source for the picture. Anyways I thought, being a ZBrush noob, that it was really hard to follow and I needed to google a lot of the features used. It […]
#1 What the hell do you do when you start losing team members?
Dear readers, my name is Kim Ohlsson and I’m going to write about the project that my team Onmoraki and I are working on. We are supposed to create a space shooter game in based on one of the concepts created in the earlier course. We are supposed to plan our game the first two (2) weeks, go in to production for seven (7) weeks and finish with a PM the last week. As the producer of the project I […]
#1 What the hell do you do when you start losing team members?
Dear readers, my name is Kim Ohlsson and I’m going to write about the project that my team Onmoraki and I are working on. We are supposed to create a space shooter game in based on one of the concepts created in the earlier course. We are supposed to plan our game the first two (2) weeks, go in to production for seven (7) weeks and finish with a PM the last week. As the producer of the project I […]

Managing a Game Project, week 1
SCRUM
The first week i started out to explain to the group what SCRUM is in more detail. I also explained how we were going to use it togheter with the game concept document we choosed. With this i also got help from Joel.P who has been though some SCRUM in design class with Adam Mayes.
What?
I explained for the group what SCRUM is. I started with the basics like were SCRUM came from and how it got invented. This didnt really matter […]

Managing a Game Project, week 1
SCRUM
The first week i started out to explain to the group what SCRUM is in more detail. I also explained how we were going to use it togheter with the game concept document we choosed. With this i also got help from Joel.P who has been though some SCRUM in design class with Adam Mayes.
What?
I explained for the group what SCRUM is. I started with the basics like were SCRUM came from and how it got invented. This didnt really matter […]

Mightier than the sword……fish
In the game “Selfish” we have two overall enemy types for Stephen to battle. One being a ranged type of enemy and another being a melee type. One of the melee enemy fishies is a sword fish. This fish little beasty was created by Evelina Paulsson for our game. It was my task to create a swimming animation for it.
As this was a concept sketch, it required a little more refinement before I could animate it. I sharpened the lines […]

Mightier than the sword……fish
In the game “Selfish” we have two overall enemy types for Stephen to battle. One being a ranged type of enemy and another being a melee type. One of the melee enemy fishies is a sword fish. This fish little beasty was created by Evelina Paulsson for our game. It was my task to create a swimming animation for it.
As this was a concept sketch, it required a little more refinement before I could animate it. I sharpened the lines […]

Game Design 2 – Bounce Mechanic
My experience while working on a bounce mechanic for our game made with Unity.

Game Design 2 – Bounce Mechanic
My experience while working on a bounce mechanic for our game made with Unity.

Figuring out Bullet Patterns
During the past week I was assigned with making a couple of “bullet patterns”. By bullet pattern I mean the way the bullet acts when fired by an entity within the game world. So Essentially it is the act of how the entity shoots and how the bullet moves when shot. The purpose for this was to have as little code as possible, and making it easy for our designer to give each enemy a unique shooting pattern.
I quickly came […]

Figuring out Bullet Patterns
During the past week I was assigned with making a couple of “bullet patterns”. By bullet pattern I mean the way the bullet acts when fired by an entity within the game world. So Essentially it is the act of how the entity shoots and how the bullet moves when shot. The purpose for this was to have as little code as possible, and making it easy for our designer to give each enemy a unique shooting pattern.
I quickly came […]

5SD064 Implemented a spawn manager
ImageText: Showing some “temporary” enemies, spawned with the spawnmanager within certain boundaries.
The previous week, my sprint partly consisted of developing an enemy as well as an enemy manager which would have the ability to spawn a certain type of enemy depending on certain factors.
What?
The spawn manager was supposed to give the designer an ability to spawn whatever object that he wanted, depending on time as well as randomness at different positions, such as within two positions on the x axis […]

5SD064 Implemented a spawn manager
ImageText: Showing some “temporary” enemies, spawned with the spawnmanager within certain boundaries.
The previous week, my sprint partly consisted of developing an enemy as well as an enemy manager which would have the ability to spawn a certain type of enemy depending on certain factors.
What?
The spawn manager was supposed to give the designer an ability to spawn whatever object that he wanted, depending on time as well as randomness at different positions, such as within two positions on the x axis […]

Dagger Update
Its been a while since my last post so I wanted to make a quick update on the dagger I started working on before Christmas. I chose to continue with the s-shaped dagger and based on the feedback I redesigned it by combining elements of the concepts I made and tried to tie the elements together better. For instance actually making the top “points” holding the vial into the teeth of the skull instead of having both.
February 05,
2017 /
Comments Off on Dagger Update

Dagger Update
Its been a while since my last post so I wanted to make a quick update on the dagger I started working on before Christmas. I chose to continue with the s-shaped dagger and based on the feedback I redesigned it by combining elements of the concepts I made and tried to tie the elements together better. For instance actually making the top “points” holding the vial into the teeth of the skull instead of having both.
February 05,
2017 /
Comments Off on Dagger Update