Browsing '2013': Students starting in 2013
Week 1
The first week of production has now come to an end. Some of us met up for a voluntary day of casual work in the office, because of it being a holiday it was very relaxed and we had a few visitors come by to hang out and look at what we are doing.
Although it could still do with some additional cleaning I finished the turnaround of the main character today. Mostly I have just cleaned up the lines a […]
Week 1
The first week of production has now come to an end. Some of us met up for a voluntary day of casual work in the office, because of it being a holiday it was very relaxed and we had a few visitors come by to hang out and look at what we are doing.
Although it could still do with some additional cleaning I finished the turnaround of the main character today. Mostly I have just cleaned up the lines a […]
Tamarrion, post 1: Boss Designing
For the Big Game course, I’m on the team working on the game Tamarrion, which we’ll be displaying at GGC in late May. I will be posting at least one blog post per week showing what I’ve personally been working on for this project.
We’re aiming towards having one boss available at the GGC demo. Originally, Camilla and Måns had planned to model this boss for their 3DIII group assignment, but they were displeased with their final result and wanted […]
Tamarrion, post 1: Boss Designing
For the Big Game course, I’m on the team working on the game Tamarrion, which we’ll be displaying at GGC in late May. I will be posting at least one blog post per week showing what I’ve personally been working on for this project.
We’re aiming towards having one boss available at the GGC demo. Originally, Camilla and Måns had planned to model this boss for their 3DIII group assignment, but they were displeased with their final result and wanted […]
3DIII – Linkle
I haven’t been required to make any blog posts for classes lately, but I thought I’d make a post for the character I modeled and animated for the 3DIII course, together with Anita Stenholm.
This character is based on a concept art made for a potential female version of the player character Link from The Legend of Zelda: Hyrule Warriors.
We chose the design above to adapt, and I drew a turnaround with an adjusted design, as well as […]
3DIII – Linkle
I haven’t been required to make any blog posts for classes lately, but I thought I’d make a post for the character I modeled and animated for the 3DIII course, together with Anita Stenholm.
This character is based on a concept art made for a potential female version of the player character Link from The Legend of Zelda: Hyrule Warriors.
We chose the design above to adapt, and I drew a turnaround with an adjusted design, as well as […]
Spaghetti Harakat
Today I worked on the game’s Harakat (Arabic for ‘movement’) mode and the HUD for the prototype. As it turns out, the Unreal engine has excellent functionality for creating both of these. We’re creating a slow-motion effect by running a console command when both sticks on the gamepad are pressed at the same time. There is a health meter and a harakat meter which responds to the current player values, the harakat value is used to determine if the […]
Spaghetti Harakat
Today I worked on the game’s Harakat (Arabic for ‘movement’) mode and the HUD for the prototype. As it turns out, the Unreal engine has excellent functionality for creating both of these. We’re creating a slow-motion effect by running a console command when both sticks on the gamepad are pressed at the same time. There is a health meter and a harakat meter which responds to the current player values, the harakat value is used to determine if the […]
Day 2
It is the second day in the office. We are almost out of cookies.
Today we finally got our extra monitors, TV and keyboards and stuff, we just need more sockets so that we can plug all of them in and organise the office so we do not trip over the flying cords that for a labyrinth around the table.
I have spent much of the day working on our project plan which I have also […]
Day 2
It is the second day in the office. We are almost out of cookies.
Today we finally got our extra monitors, TV and keyboards and stuff, we just need more sockets so that we can plug all of them in and organise the office so we do not trip over the flying cords that for a labyrinth around the table.
I have spent much of the day working on our project plan which I have also […]
Back to work.
I’m a bit rusty on the blogging but now it’s a course requirement again so here we go.
Big Game Project have started and my previous efforts have landed me a position in a group. Fantastic.
I was contacted to join the group on Sunday and officially joined the group in it’s office on Tuesday morning. The group names is Giraffic Art and our game is a third-person game where the player controls a character and casts spells by moving analoge sticks. […]
Back to work.
I’m a bit rusty on the blogging but now it’s a course requirement again so here we go.
Big Game Project have started and my previous efforts have landed me a position in a group. Fantastic.
I was contacted to join the group on Sunday and officially joined the group in it’s office on Tuesday morning. The group names is Giraffic Art and our game is a third-person game where the player controls a character and casts spells by moving analoge sticks. […]
First week of Big Game Project
For this course I was selected to be in a group that had already a concept of a 2D casual real-time top-down shooter, production name “MSSP”. The game is catered to players who’ve always dreamed of commanding their own spaceship, build their spaceship from scratch, travel through different solar systems and carry out missions.
The first week of MSSP was mainly focused on creating mood boards and mock-ups to get a greater picture of where we wanted to go artwise.
The moodboard […]
First week of Big Game Project
For this course I was selected to be in a group that had already a concept of a 2D casual real-time top-down shooter, production name “MSSP”. The game is catered to players who’ve always dreamed of commanding their own spaceship, build their spaceship from scratch, travel through different solar systems and carry out missions.
The first week of MSSP was mainly focused on creating mood boards and mock-ups to get a greater picture of where we wanted to go artwise.
The moodboard […]
Getting Started
We had our first proper day of working on our project today and it has been a busy one. We started out with a morning meeting, going through what we want to achieve this week and what everyone were supposed to do today.
When that was done I had to sit with the lead programmer, going through the entire game so that we could fill in the backlog. For this project we are using Trello to manage our scrum, we are […]
Getting Started
We had our first proper day of working on our project today and it has been a busy one. We started out with a morning meeting, going through what we want to achieve this week and what everyone were supposed to do today.
When that was done I had to sit with the lead programmer, going through the entire game so that we could fill in the backlog. For this project we are using Trello to manage our scrum, we are […]
First Day in the Office!
Today we started our Big Game Project where we will develop the game that we have designed throughout the year. We have had a couple of meetings, going through how we want to work, what programs to use and the schedule of the first week.
First day on the course meant getting our office spaces which we have been busy furnishing all afternoon with chairs, tables and screenwalls. Now we are missing some stuff that are on our wishlist, for instance […]
First Day in the Office!
Today we started our Big Game Project where we will develop the game that we have designed throughout the year. We have had a couple of meetings, going through how we want to work, what programs to use and the schedule of the first week.
First day on the course meant getting our office spaces which we have been busy furnishing all afternoon with chairs, tables and screenwalls. Now we are missing some stuff that are on our wishlist, for instance […]
The Last Signal – Astronaut “Animation” & More
Sammanfattning
Jag jobbar på spelkonceptet The Last Signal och är nu inne på den åttonde veckan av projektet. Den här veckan har jag fokuserat på enkla animationer för astronauten då vi fick kritik för att den var alldeles för statisk och att en animation/hållningsförändring skulle göra astronauten mer levande.
Hur har arbetet gått?
Jag tycker att arbetet har gått sådär, inte lika bra som jag hade väntat mig. Jag är hyfsat nöjd med mina resultat hitintills men jag fastnade mycket i tankegångar kring […]
The Last Signal – Astronaut “Animation” & More
Sammanfattning
Jag jobbar på spelkonceptet The Last Signal och är nu inne på den åttonde veckan av projektet. Den här veckan har jag fokuserat på enkla animationer för astronauten då vi fick kritik för att den var alldeles för statisk och att en animation/hållningsförändring skulle göra astronauten mer levande.
Hur har arbetet gått?
Jag tycker att arbetet har gått sådär, inte lika bra som jag hade väntat mig. Jag är hyfsat nöjd med mina resultat hitintills men jag fastnade mycket i tankegångar kring […]
Dev Log VI
Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Det grafiska uttrycket som vi söker till spelet är tänkt att vara av den enklare och mer tecknade stilen. Detta eftersom vi vill få spelaren att […]
Dev Log VI
Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Det grafiska uttrycket som vi söker till spelet är tänkt att vara av den enklare och mer tecknade stilen. Detta eftersom vi vill få spelaren att […]
AssetManager and a collision fix
So this week I have worked with making the bad collision boxes work better. For you who don’t know what the problem is, let me take you through it a little quick.
When the player walks into the hit boxes on the sides they only collided with the right side of the hit boxes. After looking several times I got help from a good friend that helped me with the LevelManager to take a look over the class with me and […]
AssetManager and a collision fix
So this week I have worked with making the bad collision boxes work better. For you who don’t know what the problem is, let me take you through it a little quick.
When the player walks into the hit boxes on the sides they only collided with the right side of the hit boxes. After looking several times I got help from a good friend that helped me with the LevelManager to take a look over the class with me and […]