Browsing '2012': Students starting in 2012

Advanced Game design II – First Game

The theme for the first week games were “Every finger in the room is pointing at you” and we were asked to make a game based on this theme.  We had 20 hours/person for this assignment.
The game we made in my group was a board game inspired by the classic mix & match games, where you have different parts of characters and you try to match them together to create a complete character.
My thoughts about this theme was that either the […]

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Program: Graphics

Advanced Game design II – First Game

The theme for the first week games were “Every finger in the room is pointing at you” and we were asked to make a game based on this theme.  We had 20 hours/person for this assignment.
The game we made in my group was a board game inspired by the classic mix & match games, where you have different parts of characters and you try to match them together to create a complete character.
My thoughts about this theme was that either the […]

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Program: Graphics

Advanced Game design II – First Game

The theme for the first week games were “Every finger in the room is pointing at you” and we were asked to make a game based on this theme.  We had 20 hours/person for this assignment.
The game we made in my group was a board game inspired by the classic mix & match games, where you have different parts of characters and you try to match them together to create a complete character.
My thoughts about this theme was that either the […]

/ Comments Off on Advanced Game design II – First Game
Program: Graphics

Advanced Game design II – First Game

The theme for the first week games were “Every finger in the room is pointing at you” and we were asked to make a game based on this theme.  We had 20 hours/person for this assignment.
The game we made in my group was a board game inspired by the classic mix & match games, where you have different parts of characters and you try to match them together to create a complete character.
My thoughts about this theme was that either the […]

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Program: Graphics

Alumni and future plans

Hi there!
It has been some moths since I last wrote here, so I figured it was time for an update.
Right now I’m taking a Game Design course where we are asked to make a game in one or two weeks depending on the assignment. We are divided in random groups, without any rules other then that there is 3 or 4 students in each group. This means that you might end up in a group with only graphical students or […]

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Program: Graphics

Alumni and future plans

Hi there!
It has been some moths since I last wrote here, so I figured it was time for an update.
Right now I’m taking a Game Design course where we are asked to make a game in one or two weeks depending on the assignment. We are divided in random groups, without any rules other then that there is 3 or 4 students in each group. This means that you might end up in a group with only graphical students or […]

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Program: Graphics

Alumni and future plans

Hi there!
It has been some moths since I last wrote here, so I figured it was time for an update.
Right now I’m taking a Game Design course where we are asked to make a game in one or two weeks depending on the assignment. We are divided in random groups, without any rules other then that there is 3 or 4 students in each group. This means that you might end up in a group with only graphical students or […]

/ Comments Off on Alumni and future plans
Program: Graphics

Alumni and future plans

Hi there!
It has been some moths since I last wrote here, so I figured it was time for an update.
Right now I’m taking a Game Design course where we are asked to make a game in one or two weeks depending on the assignment. We are divided in random groups, without any rules other then that there is 3 or 4 students in each group. This means that you might end up in a group with only graphical students or […]

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Program: Graphics

Android Game: Magnetos

These past few days I organized and hosted a weekend long game jam, namely Gotland Game Jam HT 14. While not helping participants out with their games or generally making sure things went smoothly, I made a game by myself.
I took this opportunity to try out the new UI system in Unity 4.6, turns out it was pretty nice overall. There’s a lot of similarities with NGUI in how things are set up, but they differ greatly in implementation. The […]

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Program: Programming

Android Game: Magnetos

These past few days I organized and hosted a weekend long game jam, namely Gotland Game Jam HT 14. While not helping participants out with their games or generally making sure things went smoothly, I made a game by myself.
I took this opportunity to try out the new UI system in Unity 4.6, turns out it was pretty nice overall. There’s a lot of similarities with NGUI in how things are set up, but they differ greatly in implementation. The […]

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Program: Programming

Playing with ostracism

I’m taking a course in advanced game design right now in which we’re doing a lot of rapid prototyping. Our first assignment was to create a prototype around the theme “Every finger in the room is pointing at me”. Together with two of my classmates, we tried to make a system that would convey a feeling of ostracism through movement. This is what we ended up with:

We then spruced it up and changed the visuals to show a bunch of […]

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Program: Programming

Playing with ostracism

I’m taking a course in advanced game design right now in which we’re doing a lot of rapid prototyping. Our first assignment was to create a prototype around the theme “Every finger in the room is pointing at me”. Together with two of my classmates, we tried to make a system that would convey a feeling of ostracism through movement. This is what we ended up with:

We then spruced it up and changed the visuals to show a bunch of […]

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Program: Programming

Reflecting over a old animation made for assignmen1 in 3DII

Quick VLOG reflecting over a old animation I made in 3DII.

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Program: Graphics

Reflecting over a old animation made for assignmen1 in 3DII

Quick VLOG reflecting over a old animation I made in 3DII.

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Program: Graphics

Reflecting over a old animation made for assignmen1 in 3DII

Quick VLOG reflecting over a old animation I made in 3DII.

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Program: Graphics

Reflecting over a old animation made for assignmen1 in 3DII

Quick VLOG reflecting over a old animation I made in 3DII.

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Program: Graphics

Game Connection & Paris

I just came back from Game Connection in Paris yesterday and it has been quite the experience. I was primarily there to pitch Braindusts new game BlastCat to publishers and I must say it went quite well. Had a lot of good meetings (both planned and spontaneous) and have a lot of promising contacts to follow up on, these are interesting times indeed.
If you’re unfamiliar with what Game Connection is: it’s basically a dating service for games […]

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Program: Programming

Game Connection & Paris

I just came back from Game Connection in Paris yesterday and it has been quite the experience. I was primarily there to pitch Braindusts new game BlastCat to publishers and I must say it went quite well. Had a lot of good meetings (both planned and spontaneous) and have a lot of promising contacts to follow up on, these are interesting times indeed.
If you’re unfamiliar with what Game Connection is: it’s basically a dating service for games […]

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Program: Programming

First look at basic GDI graphics programming

One of the courses that I’m currently studying is called  Advanced C++ for Games II, where we are currently working with GDI for rendering of simple programs that will eventually develop into a racing game. GDI is a core component of the Windows operating system, where it handles simple rendering onto devices such as monitors.
So far we have only worked with various things related to the very basics of 3D-rendering, drawing triangles. And why is that? The reason is because a […]

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Program: Programming

First look at basic GDI graphics programming

One of the courses that I’m currently studying is called  Advanced C++ for Games II, where we are currently working with GDI for rendering of simple programs that will eventually develop into a racing game. GDI is a core component of the Windows operating system, where it handles simple rendering onto devices such as monitors.
So far we have only worked with various things related to the very basics of 3D-rendering, drawing triangles. And why is that? The reason is because a […]

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Program: Programming

An Introduction to Introductory Programming with Java

I’m currently studying a course called Introductory Programming with Java (Swe: Inlednande Programming med Java) at Campus Gotland.
In the course, we work with an Interactive Development Environment called Greenfoot. The environment comes with functionality that can be used to develop simple top-down games like 2D-shooters or simple puzzle games.
So far this course has been going pretty smoothly for me, as the course is meant for people who are completely new to programming. And compared to what I’ve been thought […]

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Program: Programming

An Introduction to Introductory Programming with Java

I’m currently studying a course called Introductory Programming with Java (Swe: Inlednande Programming med Java) at Campus Gotland.
In the course, we work with an Interactive Development Environment called Greenfoot. The environment comes with functionality that can be used to develop simple top-down games like 2D-shooters or simple puzzle games.
So far this course has been going pretty smoothly for me, as the course is meant for people who are completely new to programming. And compared to what I’ve been thought […]

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Program: Programming

Speedrunning design: non-critical bugs are features!

These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example  Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.

For the speedrunning community this is a disaster. […]

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Program: Programming

Speedrunning design: non-critical bugs are features!

These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example  Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.

For the speedrunning community this is a disaster. […]

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Program: Programming