Week 37: Visual Styles in Games and Creating Simple 3D Game Assets
This week we’ve been through the menus and tools in 3DS Max to a greater extent, to then apply what we’ve learned onto various objects that we make. Namely crates. Having several themes to choose from, I made an attempt to create objects from an Urban, Cartoon and Sci-Fi setting. Not just because they were the easiest to distinguish between, but also because they would enable me to experiment a lot more with shapes in very distinct ways.
Urban
Characteristics:
Cheap
Lack of […]
Week 37: Visual Styles in Games and Creating Simple 3D Game Assets
This week we’ve been through the menus and tools in 3DS Max to a greater extent, to then apply what we’ve learned onto various objects that we make. Namely crates. Having several themes to choose from, I made an attempt to create objects from an Urban, Cartoon and Sci-Fi setting. Not just because they were the easiest to distinguish between, but also because they would enable me to experiment a lot more with shapes in very distinct ways.
Urban
Characteristics:
Cheap
Lack of […]
Second week.
The majority of this week have been mainly focused on the principles of MDA (Mechanics, Dynamics and Aesthetics). What I gained from this was a whole new way of analysing games and a wider knowlage of what defines the “fun” in games.
In games, “fun” is not a term that should be used. There are many different types of aesthetics that define if and what makes you sense the thill in a game and what keeps you to continue playing. Myself […]
Second week.
The majority of this week have been mainly focused on the principles of MDA (Mechanics, Dynamics and Aesthetics). What I gained from this was a whole new way of analysing games and a wider knowlage of what defines the “fun” in games.
In games, “fun” is not a term that should be used. There are many different types of aesthetics that define if and what makes you sense the thill in a game and what keeps you to continue playing. Myself […]
Crates of the Third Dimension
For our lates 3D assignment we’ve been tasked with modelling crates with different themes.
Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.
Fallout […]
Crates of the Third Dimension
For our lates 3D assignment we’ve been tasked with modelling crates with different themes.
Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.
Fallout […]
Second week.
The majority of this week have been mainly focused on the principles of MDA (Mechanics, Dynamics and Aesthetics). What I gained from this was a whole new way of analysing games and a wider knowlage of what defines the “fun” in games.
In games, “fun” is not a term that should be used. There are many different types of aesthetics that define if and what makes you sense the thill in a game and what keeps you to continue playing. Myself […]
Second week.
The majority of this week have been mainly focused on the principles of MDA (Mechanics, Dynamics and Aesthetics). What I gained from this was a whole new way of analysing games and a wider knowlage of what defines the “fun” in games.
In games, “fun” is not a term that should be used. There are many different types of aesthetics that define if and what makes you sense the thill in a game and what keeps you to continue playing. Myself […]
Crates of the Third Dimension
For our lates 3D assignment we’ve been tasked with modelling crates with different themes.
Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.
Fallout […]
Crates of the Third Dimension
For our lates 3D assignment we’ve been tasked with modelling crates with different themes.
Post-Apocalyptic “Crate”
What I find typical for the post-apocalyptic theme is the worn, torn, and overused look. Since there would be no manufacturing of new items, many objects a player would come across would be worn from being used many times before. And of course, everything would suffer from the elements, so steel and iron would be rusted from rain, painted objects would be bleached from sun.
Fallout […]
Genius is effort
”Be better”
That is the mantra of our chief lecturer, the esteemed Mr. Adam Mayes. And indeed, isn’t that the very essence of being a human being, to strive towards bettering ourselves in any way we can?
Being a better game designer is about being professional and keeping a player-centric mindset all throughout the design process. To have a vision, daring to be unique, never compromise on quality and above all always keeping these elements grounded in the players experience.
All my life […]
Genius is effort
”Be better”
That is the mantra of our chief lecturer, the esteemed Mr. Adam Mayes. And indeed, isn’t that the very essence of being a human being, to strive towards bettering ourselves in any way we can?
Being a better game designer is about being professional and keeping a player-centric mindset all throughout the design process. To have a vision, daring to be unique, never compromise on quality and above all always keeping these elements grounded in the players experience.
All my life […]
An introduction
My name is Matilda and the past two weeks seemed to just fly by. So many new, lovely people, so many new places to see and so many new assignments. Game Design and Graphics at Uppsala University Campus Gotland: a good choice for me as I see it.
I will be updating this blog with everything I find especially interesting about the program or what I have learned from it over the week.
Stay creative,
Matilda
An introduction
My name is Matilda and the past two weeks seemed to just fly by. So many new, lovely people, so many new places to see and so many new assignments. Game Design and Graphics at Uppsala University Campus Gotland: a good choice for me as I see it.
I will be updating this blog with everything I find especially interesting about the program or what I have learned from it over the week.
Stay creative,
Matilda
An introduction
My name is Matilda and the past two weeks seemed to just fly by. So many new, lovely people, so many new places to see and so many new assignments. Game Design and Graphics at Uppsala University Campus Gotland: a good choice for me as I see it.
I will be updating this blog with everything I find especially interesting about the program or what I have learned from it over the week.
Stay creative,
Matilda
An introduction
My name is Matilda and the past two weeks seemed to just fly by. So many new, lovely people, so many new places to see and so many new assignments. Game Design and Graphics at Uppsala University Campus Gotland: a good choice for me as I see it.
I will be updating this blog with everything I find especially interesting about the program or what I have learned from it over the week.
Stay creative,
Matilda
Board Game Analysis: “Drakborgen” (Dungeonquest)
Introduction
‘Drakborgen’ is a two to four player board game were each player controls a character of choice, navigating through a maze. The goal is to scavenge for loot while avoiding traps, fighting monsters and possibly also other players (depending on which rules you play with). Ultimately, the players must try to escape the castle with the highest gold worth of treasure before the time runs out.
The game board consists of 9 x 9 square tiles. Each tile have two hidden cards (except the four far corner […]
Board Game Analysis: “Drakborgen” (Dungeonquest)
Introduction
‘Drakborgen’ is a two to four player board game were each player controls a character of choice, navigating through a maze. The goal is to scavenge for loot while avoiding traps, fighting monsters and possibly also other players (depending on which rules you play with). Ultimately, the players must try to escape the castle with the highest gold worth of treasure before the time runs out.
The game board consists of 9 x 9 square tiles. Each tile have two hidden cards (except the four far corner […]
Board Game Analysis: Battlestar Galactica the Board Game
Like worrying about the past and the receding hairlines of today, the time to get back to blogging is long overdue.
In this wholesome and decidedly un-spoilerly blog post we’ll be having the pleasure of analysing Battlestar Galactica: the Board Game. What joy!
The best of the beast:
As a starter, one must say, without any doubt whatsoever that the build-up is the best part of BSGtBG. The journey, rather than the destination, is the most sublime, entertaining and thought-provoking part of this […]
Board Game Analysis: Battlestar Galactica the Board Game
Like worrying about the past and the receding hairlines of today, the time to get back to blogging is long overdue.
In this wholesome and decidedly un-spoilerly blog post we’ll be having the pleasure of analysing Battlestar Galactica: the Board Game. What joy!
The best of the beast:
As a starter, one must say, without any doubt whatsoever that the build-up is the best part of BSGtBG. The journey, rather than the destination, is the most sublime, entertaining and thought-provoking part of this […]