Browsing '2013': Students starting in 2013
Scrap Pirates – GGC-results, kind of
So, GGC is over. No prize, but Scrap Pirates were nominated over half of the categorize we could be nominated for. Nominated meaning we were in the top five.
Even if we did not win anything we are still content with the conference and we think we will continue working on it again after the summer and a well needed vacation.
Have a good summer, everyone!
Scrap Pirates – GGC-results, kind of
So, GGC is over. No prize, but Scrap Pirates were nominated over half of the categorize we could be nominated for. Nominated meaning we were in the top five.
Even if we did not win anything we are still content with the conference and we think we will continue working on it again after the summer and a well needed vacation.
Have a good summer, everyone!
Big Game Project #3 – Game feature challenge focus
When creating features for a game, one should always consider the aesthetic goal of the game. However sometimes a features need to be deliberately designed so that they do not pose a challenge to the player. Some features just need to be easy to use.
Me and a group of six other people presented a game at the Gotland Game Conference 2015, Tamarrion, a hardcore action role playing game. During development of this game we designed features such as our player skill/spell system. This […]
Big Game Project #3 – Game feature challenge focus
When creating features for a game, one should always consider the aesthetic goal of the game. However sometimes a features need to be deliberately designed so that they do not pose a challenge to the player. Some features just need to be easy to use.
Me and a group of six other people presented a game at the Gotland Game Conference 2015, Tamarrion, a hardcore action role playing game. During development of this game we designed features such as our player skill/spell system. This […]
My latest concept art
I am trying out a new theme where trolls meet the modern society. Kind of a modern homage to John Bauer.
My latest concept art
I am trying out a new theme where trolls meet the modern society. Kind of a modern homage to John Bauer.
Big Game Project #2 – Using game development engines vs coding from scratch
During our game project we used the Unity game development engine and it was a good choice of engine because of it having many built in features. If you are unfamiliar with Unity, it has an asset store where game developers can upload assets in order to help others by sharing features and sometimes make money from it, having the assets cost a fee. Another fact that made Unity a good choice for our development team is that the engine has […]
Big Game Project #2 – Using game development engines vs coding from scratch
During our game project we used the Unity game development engine and it was a good choice of engine because of it having many built in features. If you are unfamiliar with Unity, it has an asset store where game developers can upload assets in order to help others by sharing features and sometimes make money from it, having the assets cost a fee. Another fact that made Unity a good choice for our development team is that the engine has […]
BGP (Scrap Pirates) – Week 7 & 8
The two final weeks of the project was pretty hectic, so I will write a post about both weeks now instead.
Week 7 marked the Beta, which went well and we got a lot of positive feedback from the playtesters. The game demo felt well-balanced so we decided to dedicate the two final weeks to final fixes and tweaking, and implement what hadn’t been implemented yet such as the opening cutscene and main menu.
Since we felt satisfied with the level design […]
BGP (Scrap Pirates) – Week 7 & 8
The two final weeks of the project was pretty hectic, so I will write a post about both weeks now instead.
Week 7 marked the Beta, which went well and we got a lot of positive feedback from the playtesters. The game demo felt well-balanced so we decided to dedicate the two final weeks to final fixes and tweaking, and implement what hadn’t been implemented yet such as the opening cutscene and main menu.
Since we felt satisfied with the level design […]
Week 8
So, this was the last week of production and a lot of things have happened. But to begin with, here is the second track of the game, the Rumble Eight.
This track is a lot smaller than the other, ”main track”. While the large one takes around 45 seconds (best time) – 1 minute and 30 seconds (average beginner time) per lap, this one lands at around 15 seconds (best time) – 30 seconds (average beginner time).
The track overlaps […]
Week 8
So, this was the last week of production and a lot of things have happened. But to begin with, here is the second track of the game, the Rumble Eight.
This track is a lot smaller than the other, ”main track”. While the large one takes around 45 seconds (best time) – 1 minute and 30 seconds (average beginner time) per lap, this one lands at around 15 seconds (best time) – 30 seconds (average beginner time).
The track overlaps […]
Week 7
So this week has been all about balancing the level with booster placements further and in general finishing the level up.
This is how the level is going to look in the build for GGC. Supporting pillars have been added to explain how the track is kept afloat. In the area under the loop in the back, there is a ring that surrounds the tracks, this ring represents the start and goal of the track.
We have also added in […]
Week 7
So this week has been all about balancing the level with booster placements further and in general finishing the level up.
This is how the level is going to look in the build for GGC. Supporting pillars have been added to explain how the track is kept afloat. In the area under the loop in the back, there is a ring that surrounds the tracks, this ring represents the start and goal of the track.
We have also added in […]
BGP – Checkpoint – Print-U
For this post we’ll take a look at the checkpoint of the game. Idea of a 3D printer, “printing” the character as it resapwns. The overall design of the checkpoint would be two plates, one for each player, where they could respawn, and a terminal in the middle indicating the function of the object as well as if it had been activated by the players. First of all when creating the checkpoint was creating the sprites for the checkpoint. All […]
BGP – Checkpoint – Print-U
For this post we’ll take a look at the checkpoint of the game. Idea of a 3D printer, “printing” the character as it resapwns. The overall design of the checkpoint would be two plates, one for each player, where they could respawn, and a terminal in the middle indicating the function of the object as well as if it had been activated by the players. First of all when creating the checkpoint was creating the sprites for the checkpoint. All […]
Scrap Pirates: The last week of production before GGC
Gotland Game Conference 2015 marked the deadline of our production time in this course and we have now reached that point. As the last week of a production can be rather chaotic and present sudden, urgent needs in a project, I have been working part of my time with sound effects for the game as we noticed that we needed more of it. In terms of graphics, I finished working on the space parallaxing background as well as started the […]
Scrap Pirates: The last week of production before GGC
Gotland Game Conference 2015 marked the deadline of our production time in this course and we have now reached that point. As the last week of a production can be rather chaotic and present sudden, urgent needs in a project, I have been working part of my time with sound effects for the game as we noticed that we needed more of it. In terms of graphics, I finished working on the space parallaxing background as well as started the […]
Big Game Project; Final Week
Everything started out nicely until two days before the exhibition. All was in order and we started to build the lights a last time and going for the final build. But as we started doing that, our server crashed end the only working recovery point was three days old..
We wanted to get to the root of the problem, as no one knew what the reason for the crash was. We did not have the time to solve that problem so […]
Big Game Project; Final Week
Everything started out nicely until two days before the exhibition. All was in order and we started to build the lights a last time and going for the final build. But as we started doing that, our server crashed end the only working recovery point was three days old..
We wanted to get to the root of the problem, as no one knew what the reason for the crash was. We did not have the time to solve that problem so […]
BGP Week 8: End Game
We are finally at the end of the last week and we are pretty much done. We could have fleshed out the level with some more variation among the props, but it was not really necessary. It had been nice if we had time to rework the level layout, since we did not really get the visual progression we were after. Still looks appealing though.
We did get the boss into the game, even though we considered scrapping him for a […]
BGP Week 8: End Game
We are finally at the end of the last week and we are pretty much done. We could have fleshed out the level with some more variation among the props, but it was not really necessary. It had been nice if we had time to rework the level layout, since we did not really get the visual progression we were after. Still looks appealing though.
We did get the boss into the game, even though we considered scrapping him for a […]
Tamarrion, post 8 (final week)
Apologies for being late with this post as I forgot about it in the midst of all the preparing and taking care of exhibiting at GGC. This is my 8th and final brief post on our Big Game development period of Tamarrion.
The last week of the project was more of the same from the week before. I continued cleaning our motion capture animation, and out of about 45 animations total, 18 animations for our boss and 15 animations for our […]
Tamarrion, post 8 (final week)
Apologies for being late with this post as I forgot about it in the midst of all the preparing and taking care of exhibiting at GGC. This is my 8th and final brief post on our Big Game development period of Tamarrion.
The last week of the project was more of the same from the week before. I continued cleaning our motion capture animation, and out of about 45 animations total, 18 animations for our boss and 15 animations for our […]