Browsing '2012': Students starting in 2012
Big Game Project – Week 6
I’ve been down with a cold and haven’t been able to do much this week. 🙁
But, what I have done is some plants that will hopefully give the environments the character we’re after.
I made some new generic ground plants that are much better than the old ones. These ones use half the polys (about 100), and what’s even better is that they actually use alpha! The reason the old one was so expensive is that I didn’t know […]
Big Game Project – Week 6
I’ve been down with a cold and haven’t been able to do much this week. 🙁
But, what I have done is some plants that will hopefully give the environments the character we’re after.
I made some new generic ground plants that are much better than the old ones. These ones use half the polys (about 100), and what’s even better is that they actually use alpha! The reason the old one was so expensive is that I didn’t know […]
Big Game Project: Defunct: Week 6
I finally got around to the tutorial level. Planning and building it structurally took almost all week. Since the beginning of the project, I always imagined the tutorial level to be very open, only containing a few hills that you had to go up and over. The different features would be explained and performed between the hills, if you didn’t learn the feature; you wouldn’t get over the hill.
There are two problems with this. One is that you gain a […]
Big Game Project: Defunct: Week 6
I finally got around to the tutorial level. Planning and building it structurally took almost all week. Since the beginning of the project, I always imagined the tutorial level to be very open, only containing a few hills that you had to go up and over. The different features would be explained and performed between the hills, if you didn’t learn the feature; you wouldn’t get over the hill.
There are two problems with this. One is that you gain a […]
Big Game Project – Week 6
I’ve been down with a cold and haven’t been able to do much this week. 🙁
But, what I have done is some plants that will hopefully give the environments the character we’re after.
I made some new generic ground plants that are much better than the old ones. These ones use half the polys (about 100), and what’s even better is that they actually use alpha! The reason the old one was so expensive is that I didn’t know […]
Big Game Project – Week 6
I’ve been down with a cold and haven’t been able to do much this week. 🙁
But, what I have done is some plants that will hopefully give the environments the character we’re after.
I made some new generic ground plants that are much better than the old ones. These ones use half the polys (about 100), and what’s even better is that they actually use alpha! The reason the old one was so expensive is that I didn’t know […]
Big Game Project: Defunct: Week 6
I finally got around to the tutorial level. Planning and building it structurally took almost all week. Since the beginning of the project, I always imagined the tutorial level to be very open, only containing a few hills that you had to go up and over. The different features would be explained and performed between the hills, if you didn’t learn the feature; you wouldn’t get over the hill.
There are two problems with this. One is that you gain a […]
Big Game Project: Defunct: Week 6
I finally got around to the tutorial level. Planning and building it structurally took almost all week. Since the beginning of the project, I always imagined the tutorial level to be very open, only containing a few hills that you had to go up and over. The different features would be explained and performed between the hills, if you didn’t learn the feature; you wouldn’t get over the hill.
There are two problems with this. One is that you gain a […]
Week 6 ERA Daniel Svensson
I would love to forget this week ever happened because this is officially the week of horror.
That might be a bit of an overstatement but this production has been plagued by technical difficulties and other wonderful hazards. What fascinates me more than anything was that it all happened during a single week, let me tell you about it.
The biggest issue by far that we faced was that our lead graphical artist had his computer […]
Week 6 ERA Daniel Svensson
I would love to forget this week ever happened because this is officially the week of horror.
That might be a bit of an overstatement but this production has been plagued by technical difficulties and other wonderful hazards. What fascinates me more than anything was that it all happened during a single week, let me tell you about it.
The biggest issue by far that we faced was that our lead graphical artist had his computer […]
Temple of Light (5-11 May)
I started the last week by sketching a new version of the wind level. The reason for this was that rather than having “randomly” placed pillars around a big room which all looked the same I wanted to give the player some diversity while playing the map. In the new level the player now has the possibility to explore even more as they now have the possibility to walk through different pillars. Also, the new level has received a total […]
Temple of Light (5-11 May)
I started the last week by sketching a new version of the wind level. The reason for this was that rather than having “randomly” placed pillars around a big room which all looked the same I wanted to give the player some diversity while playing the map. In the new level the player now has the possibility to explore even more as they now have the possibility to walk through different pillars. Also, the new level has received a total […]
Temple of Light (5-11 May)
I started the last week by sketching a new version of the wind level. The reason for this was that rather than having “randomly” placed pillars around a big room which all looked the same I wanted to give the player some diversity while playing the map. In the new level the player now has the possibility to explore even more as they now have the possibility to walk through different pillars. Also, the new level has received a total […]
Temple of Light (5-11 May)
I started the last week by sketching a new version of the wind level. The reason for this was that rather than having “randomly” placed pillars around a big room which all looked the same I wanted to give the player some diversity while playing the map. In the new level the player now has the possibility to explore even more as they now have the possibility to walk through different pillars. Also, the new level has received a total […]
ERA – Week 6 of Production
This week I have worked mainly on the fog of war and the minimap. It has been a pretty tricky process to get it all to fit together.
For the fog of war setup we have worked with an external tool from the unity app-store. This has made it possible for us to get the fog working decently quite fast, but it makes it harder to make adjustments and establish connections to for example the minimap.
The first thing I did this […]
ERA – Week 6 of Production
This week I have worked mainly on the fog of war and the minimap. It has been a pretty tricky process to get it all to fit together.
For the fog of war setup we have worked with an external tool from the unity app-store. This has made it possible for us to get the fog working decently quite fast, but it makes it harder to make adjustments and establish connections to for example the minimap.
The first thing I did this […]
ERA – Week 6 of Production
This week I have worked mainly on the fog of war and the minimap. It has been a pretty tricky process to get it all to fit together.
For the fog of war setup we have worked with an external tool from the unity app-store. This has made it possible for us to get the fog working decently quite fast, but it makes it harder to make adjustments and establish connections to for example the minimap.
The first thing I did this […]
ERA – Week 6 of Production
This week I have worked mainly on the fog of war and the minimap. It has been a pretty tricky process to get it all to fit together.
For the fog of war setup we have worked with an external tool from the unity app-store. This has made it possible for us to get the fog working decently quite fast, but it makes it harder to make adjustments and establish connections to for example the minimap.
The first thing I did this […]
BGP Week 6
Last week I keept polishing the main menu animations, I also did 2 animations for moving forward manually, the player will be able to do this when he/she has lost an certain amount of speed, but these animations might not be used and we might use some sort effect to show the player what’s happening, the reason for not using the animations right now is that it’s unclear what the animation is supposed to do.
During the week I also started […]
BGP Week 6
Last week I keept polishing the main menu animations, I also did 2 animations for moving forward manually, the player will be able to do this when he/she has lost an certain amount of speed, but these animations might not be used and we might use some sort effect to show the player what’s happening, the reason for not using the animations right now is that it’s unclear what the animation is supposed to do.
During the week I also started […]
Pre beta week.
This week has been very stressful mostly due the redesign of level 2, the levels has a complete new level layout and is very dynamic which means that we need a lot of new geometry, modular geometry.
We also need a lot of props to give the environment life, which also calls for a lot of prop modeling. We have focused on our 2nd level this week and its our biggest one, there’s a lot of space to be filled […]
Pre beta week.
This week has been very stressful mostly due the redesign of level 2, the levels has a complete new level layout and is very dynamic which means that we need a lot of new geometry, modular geometry.
We also need a lot of props to give the environment life, which also calls for a lot of prop modeling. We have focused on our 2nd level this week and its our biggest one, there’s a lot of space to be filled […]
Big Game Project: sixth week
I made many textures for the wind level this week, we wanted to finalize a particular level so we could show our game to our Tutor. It was hectic to make so many textures in such a short time, but I did manage to create them with some easy methods. I reused some textures I had already created but I gave them some variation from one object to the next. I did this for the Color and Normal maps. I […]
Big Game Project: sixth week
I made many textures for the wind level this week, we wanted to finalize a particular level so we could show our game to our Tutor. It was hectic to make so many textures in such a short time, but I did manage to create them with some easy methods. I reused some textures I had already created but I gave them some variation from one object to the next. I did this for the Color and Normal maps. I […]