Browsing '5SD037': Big Game Project
BGP#2 – A Week of Iteration
Greetings!
As the title reads, this week has been a week where the assets has gone through some changes. There has also been some discussions about light and atmosphere related to texture work. Here’s an example of a lighting test we did just to see what color the textures should lean towards.
The ambiance light as well as the torch lighting you can see has a teal color. The textures will mostly also have a very small teal tint but will be shifting […]
BGP#2 – A Week of Iteration
Greetings!
As the title reads, this week has been a week where the assets has gone through some changes. There has also been some discussions about light and atmosphere related to texture work. Here’s an example of a lighting test we did just to see what color the textures should lean towards.
The ambiance light as well as the torch lighting you can see has a teal color. The textures will mostly also have a very small teal tint but will be shifting […]
BGP#1 – A Good Start
Greetings!
Been some time since I posted something and I think it is now time to get this going as a weekly thing again.
Big Game Project is a course that started two weeks ago and has been going strong. I am in a team of seven (three coders, one designer and three artists) and I have the role of environment artist. My job is to create all the assets for the environment and give the game the right feel with the use of […]
BGP#1 – A Good Start
Greetings!
Been some time since I posted something and I think it is now time to get this going as a weekly thing again.
Big Game Project is a course that started two weeks ago and has been going strong. I am in a team of seven (three coders, one designer and three artists) and I have the role of environment artist. My job is to create all the assets for the environment and give the game the right feel with the use of […]
Updates!!!!
Hi y’all!I’ve been a busy bee the past few weeks having plenty of family visits, hugs and loads of sun!I have been spending whatever time I have managed to salvage form my busy schedule to work a bit on the second iteration of the game and thought I’d …
Updates!!!!
Hi y’all!I’ve been a busy bee the past few weeks having plenty of family visits, hugs and loads of sun!I have been spending whatever time I have managed to salvage form my busy schedule to work a bit on the second iteration of the game and thought I’d …
Mechropolis – Organic Puzzle Design || Understanding the Machine
When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]
Mechropolis – Organic Puzzle Design || Understanding the Machine
When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]
Mechropolis – Rotating the long way around
During the development of Mechropolis, our level designer came to me requesting the ability to limit the area in which the Stationary Thrower robot could turn to keep it’s arms from clipping into walls and to give the level designer more control when creating challenges.
The robot in the image above is the Stationary Thrower. It turns toward the player and throws her into the air when she steps onto it’s plate, kind of like a robotic jump pad.
Limiting the angles […]
Mechropolis – Rotating the long way around
During the development of Mechropolis, our level designer came to me requesting the ability to limit the area in which the Stationary Thrower robot could turn to keep it’s arms from clipping into walls and to give the level designer more control when creating challenges.
The robot in the image above is the Stationary Thrower. It turns toward the player and throws her into the air when she steps onto it’s plate, kind of like a robotic jump pad.
Limiting the angles […]
Grass!
So!A lot has happened since the last update!We displayed our game at the Gotland Game Conference, GGC in short, (http://gotlandgameconference.com/2014/) and won in three different categories which was more than I had ever dared to dream off considering …
week 7 and 8
Better late than never.
Week 7 was a hard working week. Everything head to be done that was going to be in the game and we were going to have our beta testing. Much of the work I did was to create props for the indoor and outdoor environment. I started by making a duzin different kinds of bushes that was needed for the level. It was important that the bush was cost efficient and was able to cover the player […]
week 7 and 8
Better late than never.
Week 7 was a hard working week. Everything head to be done that was going to be in the game and we were going to have our beta testing. Much of the work I did was to create props for the indoor and outdoor environment. I started by making a duzin different kinds of bushes that was needed for the level. It was important that the bush was cost efficient and was able to cover the player […]
Mechropolis at the Gotland Game Conference
Today it’s a little more than one week since Mechropolis was shown alongside several other fantastic games made by fellow students here at Campus Gotland at the annual Gotland Game Conference.
It has been a while since my last post and a lot has happened since then. The team has been working very hard on the demo for GGC. We had to cut some of the planned content because of time constraints, but in the end we’re all very happy with […]
Mechropolis at the Gotland Game Conference
Today it’s a little more than one week since Mechropolis was shown alongside several other fantastic games made by fellow students here at Campus Gotland at the annual Gotland Game Conference.
It has been a while since my last post and a lot has happened since then. The team has been working very hard on the demo for GGC. We had to cut some of the planned content because of time constraints, but in the end we’re all very happy with […]
Programming & Level Designing Tower Offensive, Pt 6 After GGC
Hey!
So GGC is over and it’s just the post mortem left for me before I start my summer courses. So this post is going to be the last one for the Big game project course, If you want to keep track of our work during the summer I would recommend our website, It will be updated regularly about our work (probably more often than this blog). So check it out!
During GGC we got a lot of feedback from a […]
Programming & Level Designing Tower Offensive, Pt 6 After GGC
Hey!
So GGC is over and it’s just the post mortem left for me before I start my summer courses. So this post is going to be the last one for the Big game project course, If you want to keep track of our work during the summer I would recommend our website, It will be updated regularly about our work (probably more often than this blog). So check it out!
During GGC we got a lot of feedback from a […]
Sneaky Ninja – Stealth based level design
This is a short blog post with some of my general thoughts and ideas that I got while designing the levels for Sneaky Ninja. This was the first time I designed levels for a stealth game so I thought I would write down some of the problems I encountered and how I solved them.
When I fist started designing the first level for Sneaky Ninja I was thinking about it like a puzzle game, but I quickly realized this was not […]
Sneaky Ninja – Stealth based level design
This is a short blog post with some of my general thoughts and ideas that I got while designing the levels for Sneaky Ninja. This was the first time I designed levels for a stealth game so I thought I would write down some of the problems I encountered and how I solved them.
When I fist started designing the first level for Sneaky Ninja I was thinking about it like a puzzle game, but I quickly realized this was not […]
Gotland Game Conference
It’s been a week since we showed the game at GGC and it still feels quite good. We went through the feedback yesterday and even though there’s a lot to fix there wasn’t really any large issues that we hadn’t thought of/knew about already, which is always comforting.
Most of the feedback was about simply making the experience smoother. There’s quite a few things that’s not clear to the player, mostly because we couldn’t fit enough tutorial puzzles into our GGC […]
Gotland Game Conference
It’s been a week since we showed the game at GGC and it still feels quite good. We went through the feedback yesterday and even though there’s a lot to fix there wasn’t really any large issues that we hadn’t thought of/knew about already, which is always comforting.
Most of the feedback was about simply making the experience smoother. There’s quite a few things that’s not clear to the player, mostly because we couldn’t fit enough tutorial puzzles into our GGC […]
Week 8 E.R.A Daniel Svensson
So this is it, the curtain call as a wise man once said.
This is the last blog post I will write about the course “Big game project” I feel a bit of melancholic because when you have finished working on a game and you have to evaluate what you have done, instead of what your are going to do it is often with a sense dread because you always want to put the extra mile in when it is to […]
Week 8 E.R.A Daniel Svensson
So this is it, the curtain call as a wise man once said.
This is the last blog post I will write about the course “Big game project” I feel a bit of melancholic because when you have finished working on a game and you have to evaluate what you have done, instead of what your are going to do it is often with a sense dread because you always want to put the extra mile in when it is to […]