Browsing '2015': Students starting in 2015

Dimension swap

Welcome to Causality!
My name is Robin Berneby and I’m a lead Programmer for the team Yggdrasil working on the design concept Causality in Unity.
Causality is an Action RPG viewed from a third person’s perspective that is focused on adventuring and fighting inside a dungeon environment.
The player controls his character and is able to use a few basic attacks and also additional abilities and will face challenging monsters where you have to read and understand them to win. Causality take place […]

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Program: Programming

Dimension swap

Welcome to Causality!
My name is Robin Berneby and I’m a lead Programmer for the team Yggdrasil working on the design concept Causality in Unity.
Causality is an Action RPG viewed from a third person’s perspective that is focused on adventuring and fighting inside a dungeon environment.
The player controls his character and is able to use a few basic attacks and also additional abilities and will face challenging monsters where you have to read and understand them to win. Causality take place […]

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Program: Programming

Animations

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
 
This time i’m going to focus on how i did the animations in Causality. I started off by doing some motion capture for […]

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Program: Programming

Animations

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
 
This time i’m going to focus on how i did the animations in Causality. I started off by doing some motion capture for […]

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Program: Programming

Lock-on camera

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
 
This time i’m going to focus on the lock on camera at the enemies. When working on the lock on camera I cooperated […]

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Program: Programming

Lock-on camera

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
 
This time i’m going to focus on the lock on camera at the enemies. When working on the lock on camera I cooperated […]

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Program: Programming

Scoreboard

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
 
This week i’m going to focus on how i implemented the scoreboard in our game. Our reasoning behind having a scoreboard in our […]

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Program: Programming

Scoreboard

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
 
This week i’m going to focus on how i implemented the scoreboard in our game. Our reasoning behind having a scoreboard in our […]

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Program: Programming

Hit detection

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
 
This week i’m going to focus on how I worked and implemented the hit detection on the player’s weapon. The way we did […]

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Program: Programming

Hit detection

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
 
This week i’m going to focus on how I worked and implemented the hit detection on the player’s weapon. The way we did […]

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Program: Programming

Post processing effects

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
 
This week i’m going to focus on the post processing effects on the dimension camera. Because we had two different cameras in our […]

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Program: Programming

Post processing effects

Welcome back to Causality!
Elevator Pitch – “Causality is an action RPG game where you travel through a dungeon to challenge yourself against Monsters. We have a safe area for testing your abilities then a room with a bossfight where your skills are tested. Our target audience is people who likes to challenge their pattern recognition and reaction skills.”
 
This week i’m going to focus on the post processing effects on the dimension camera. Because we had two different cameras in our […]

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Program: Programming

Week six of Eyes Align: The final post

In this post I will shortly discuss the thumbnail for eyes align, as well as the title page.
TITLE PAGE: ”NOT TOO FLASHY BUT ALSO NOT BORING.” ”MAKE IT RETRO.” ”NO, MAKE IT IN THE SAME STYLE AS THE REST OF THE GAME.”
As the subheader not so subtly alludes to the ideas were plentiful and nothing was decided. I made three basic concepts for the title page which were then intended to be adjusted to siut the preferance of the group.
Number […]

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Program: Graphics

Week six of Eyes Align: The final post

In this post I will shortly discuss the thumbnail for eyes align, as well as the title page.
TITLE PAGE: ”NOT TOO FLASHY BUT ALSO NOT BORING.” ”MAKE IT RETRO.” ”NO, MAKE IT IN THE SAME STYLE AS THE REST OF THE GAME.”
As the subheader not so subtly alludes to the ideas were plentiful and nothing was decided. I made three basic concepts for the title page which were then intended to be adjusted to siut the preferance of the group.
Number […]

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Program: Graphics

Week five of Eyes Align: Git gud

At this point, which was in fact not at all week five, I was actually starting to create some pretty decent backgrounds. I was more or less figuring out the lighting, texturing, composing.

I was using the texture brushes sparingly and in a far less obtrusive way. The spaces also seemed far less empty and soulless. I like these three paintings. I’m still no Da Vinci but in my own opinion the difference between these four and my earliest drawings is […]

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Program: Graphics

Week five of Eyes Align: Git gud

At this point, which was in fact not at all week five, I was actually starting to create some pretty decent backgrounds. I was more or less figuring out the lighting, texturing, composing.

I was using the texture brushes sparingly and in a far less obtrusive way. The spaces also seemed far less empty and soulless. I like these three paintings. I’m still no Da Vinci but in my own opinion the difference between these four and my earliest drawings is […]

/ Comments Off on Week five of Eyes Align: Git gud
Program: Graphics

Week four on Eyes Align: Logos OR eyeballs eyeballs eyeballs everywhere!

We were reminded that our game was in need of a logo and I, at this point fairly tired of drawing backgrounds and starting to worry about my mental state, volunteered to design it. We already had the title: Eyes Align and so I thought it only made sense to have a logo with an eye in it. I started out with a fairly unimaginative stylized eye:

then I made it a bit snazzier:

That didn’t really work as a logo though and we […]

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Program: Graphics

Week four on Eyes Align: Logos OR eyeballs eyeballs eyeballs everywhere!

We were reminded that our game was in need of a logo and I, at this point fairly tired of drawing backgrounds and starting to worry about my mental state, volunteered to design it. We already had the title: Eyes Align and so I thought it only made sense to have a logo with an eye in it. I started out with a fairly unimaginative stylized eye:

then I made it a bit snazzier:

That didn’t really work as a logo though and we […]

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Program: Graphics

Week three of Eyes Align: Not sure if actually week three, but I’m in too deep with the matching titles

Some of the backgrounds I created in the early stages are nowhere near as good as some of the latter ones. One of the less good backgrounds I made is this one:

It’s lacking in texture, depth and personality, but in my defense I was doing my best to learn and just figuring out the angles and layout was hell on its own. All pictures were made in pretty much the same way: digital painting in Krita, occasional use of texture […]

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Program: Graphics

Week three of Eyes Align: Not sure if actually week three, but I’m in too deep with the matching titles

Some of the backgrounds I created in the early stages are nowhere near as good as some of the latter ones. One of the less good backgrounds I made is this one:

It’s lacking in texture, depth and personality, but in my defense I was doing my best to learn and just figuring out the angles and layout was hell on its own. All pictures were made in pretty much the same way: digital painting in Krita, occasional use of texture […]

/ Comments Off on Week three of Eyes Align: Not sure if actually week three, but I’m in too deep with the matching titles
Program: Graphics

Week two of Eyes Align: Jumping into the deep end without floaties

Joining the team was the easy part, now I had to actually produce backgrounds of the quality they expected ( and I expected of myself) quickly. About three backgrounds per week. The first thing I drew was the city street outside Celia Grey’s apartment.

As can be seen, I relied fairly heavily on texture brushes in the beginning, such as the brickwork and some of the metal details. Other than that it was fairly basic: I googled pictures of how a […]

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Program: Graphics

Week two of Eyes Align: Jumping into the deep end without floaties

Joining the team was the easy part, now I had to actually produce backgrounds of the quality they expected ( and I expected of myself) quickly. About three backgrounds per week. The first thing I drew was the city street outside Celia Grey’s apartment.

As can be seen, I relied fairly heavily on texture brushes in the beginning, such as the brickwork and some of the metal details. Other than that it was fairly basic: I googled pictures of how a […]

/ Comments Off on Week two of Eyes Align: Jumping into the deep end without floaties
Program: Graphics

Causality

Hi I’m the producer and lead AI programmer on team Yggdrasil that is currently developing the game Causality.
 
Working with AI has been really fun and what a challenge it has been.
I will finally write about the sound manager we implemented for our AI.
It’s a simple script that created audio sources on its parent Game object and loads audio clips from the resource folder.
Multiple audio sources was necessary in order to play multiple sounds at the same time, as an example:
The […]

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Program: Game Design

Causality

Hi I’m the producer and lead AI programmer on team Yggdrasil that is currently developing the game Causality.
 
Working with AI has been really fun and what a challenge it has been.
I will finally write about the sound manager we implemented for our AI.
It’s a simple script that created audio sources on its parent Game object and loads audio clips from the resource folder.
Multiple audio sources was necessary in order to play multiple sounds at the same time, as an example:
The […]

/ Comments Off on Causality
Program: Game Design