Browsing 'Uncategorized': dimwits who did not read the instructions.
Sneaky Ninja – Art director – First post
This will be my first blog post as the Art director in the group Sneaky Ninja. We was one of the latest groups to be created so we have had one week less to work than most groups.
Despite that we have had a very productive first week and I will cover the major art related problems we solved.
We had a small meeting on Sunday the 6th of April where we talked about the concept and discussed ideas. We started working the […]
Sneaky Ninja – Art director – First post
This will be my first blog post as the Art director in the group Sneaky Ninja. We was one of the latest groups to be created so we have had one week less to work than most groups.
Despite that we have had a very productive first week and I will cover the major art related problems we solved.
We had a small meeting on Sunday the 6th of April where we talked about the concept and discussed ideas. We started working the […]
First week of the project
Day 1: School meeting with the new Big Game Project group to discuss design, schedule and planning etc. We’re going to work together five days a week from 9-5. The design of the game was shorten from a massive sandbox bear simulator to a polished tutorial as well as an open world to explore after. Everything was discussed; graphic style, particle effects, sounds etc. I am very much hyped to start working as the environment 3D artist.
Day 2: We haven’t […]
First week of the project
Day 1: School meeting with the new Big Game Project group to discuss design, schedule and planning etc. We’re going to work together five days a week from 9-5. The design of the game was shorten from a massive sandbox bear simulator to a polished tutorial as well as an open world to explore after. Everything was discussed; graphic style, particle effects, sounds etc. I am very much hyped to start working as the environment 3D artist.
Day 2: We haven’t […]
Big Game Project Week 2
This week we have been continuing to work on the levels for the alpha of the game. We have a total of 4 different levels not counting the treasure room, central chamber or the outside area in which you start the game in.
The work has went pretty well and today we had three levels that where playable. We had a play test today where the entire group played the levels and then commented on what they liked and didn’t like […]
Big Game Project Week 2
This week we have been continuing to work on the levels for the alpha of the game. We have a total of 4 different levels not counting the treasure room, central chamber or the outside area in which you start the game in.
The work has went pretty well and today we had three levels that where playable. We had a play test today where the entire group played the levels and then commented on what they liked and didn’t like […]
Project “Totemic”
Concept art by Nils Wennergren
Theme Park
We’ve been tasked with creating a Game for a course called Theme Park. This involves building a game cabinet and then design original and interesting controls for said cabinet. The games we’ll be creating during this course will be presented at the GGC (Gotland Game Conferance) in Visby, Sweden. Croikey!
Totemic – Our Game
Alright, so we got together, and managed to salvage three people from the last group, Myself (The lead designer), Camilla Jacobsen (The […]
Project “Totemic”
Concept art by Nils Wennergren
Theme Park
We’ve been tasked with creating a Game for a course called Theme Park. This involves building a game cabinet and then design original and interesting controls for said cabinet. The games we’ll be creating during this course will be presented at the GGC (Gotland Game Conferance) in Visby, Sweden. Croikey!
Totemic – Our Game
Alright, so we got together, and managed to salvage three people from the last group, Myself (The lead designer), Camilla Jacobsen (The […]
Terminal Post-Mortem
Post Mortem – Terminal Game
The Game can be downloaded HERE! (If it doesn’t work, you might need to download x86 vcredist which can be found HERE!)
I’ll start off by saying that I’m extremely satisfied with our final product – especially seeing as this is our first project ever.
Reflection:
I strongly believe that the group managed to consistently work towards a combined goal. The game had a healthy rate of progress throughout the entire project and the aesthetics, mechanics and dynamics […]
Terminal Post-Mortem
Post Mortem – Terminal Game
The Game can be downloaded HERE! (If it doesn’t work, you might need to download x86 vcredist which can be found HERE!)
I’ll start off by saying that I’m extremely satisfied with our final product – especially seeing as this is our first project ever.
Reflection:
I strongly believe that the group managed to consistently work towards a combined goal. The game had a healthy rate of progress throughout the entire project and the aesthetics, mechanics and dynamics […]
Tileable texture work
The past days I’ve been working on textures for a level in Mechropolis. It has been a bit of trial and error for me, as the first iterations was way too realistic. We decided early on to not bake textures from high poly 3D models as it would take too much time, so I went 2D at once. But default when I made a stone texture, I tried to make it look as realistic as possible, all while forgetting that it […]
Tileable texture work
The past days I’ve been working on textures for a level in Mechropolis. It has been a bit of trial and error for me, as the first iterations was way too realistic. We decided early on to not bake textures from high poly 3D models as it would take too much time, so I went 2D at once. But default when I made a stone texture, I tried to make it look as realistic as possible, all while forgetting that it […]
Tileable texture work
The past days I’ve been working on textures for a level in Mechropolis. It has been a bit of trial and error for me, as the first iterations was way too realistic. We decided early on to not bake textures from high poly 3D models as it would take too much time, so I went 2D at once. But default when I made a stone texture, I tried to make it look as realistic as possible, all while forgetting that it […]
Tileable texture work
The past days I’ve been working on textures for a level in Mechropolis. It has been a bit of trial and error for me, as the first iterations was way too realistic. We decided early on to not bake textures from high poly 3D models as it would take too much time, so I went 2D at once. But default when I made a stone texture, I tried to make it look as realistic as possible, all while forgetting that it […]
Fresh start -BGP
The Big Game Project is on and we’re making a game where you play as a bear. This blog will roughly explain what happends throughout the five workdays of the week. #BecomeTheBear
Fresh start -BGP
The Big Game Project is on and we’re making a game where you play as a bear. This blog will roughly explain what happends throughout the five workdays of the week. #BecomeTheBear
Big Game Project – Week 1
Week 1 is now over. It’s been a both short and long week, if that makes any sense. I haven’t had this much fun working on a game for a long time, so time has been flying, but at the same time there have been long days which feels quite exhausting towards the end of the week, especially when I’m not used to it from the lack of work the last couple of weeks.
As I mentioned earlier we’re using Unity […]
Big Game Project – Week 1
Week 1 is now over. It’s been a both short and long week, if that makes any sense. I haven’t had this much fun working on a game for a long time, so time has been flying, but at the same time there have been long days which feels quite exhausting towards the end of the week, especially when I’m not used to it from the lack of work the last couple of weeks.
As I mentioned earlier we’re using Unity […]
The beginning
And so we finish the first week of production.
I’ve been putting together a style guide for our game, something that’s invaluable for the production. Since I was the lead artist on the last project I worked on, King of the Thrill, I had already made one and could get to work at once. In this new styleguide I’ve shown the level of stylization, the color palettes in the different levels, general aesthetics of the game and how the levels differ, among […]
The beginning
And so we finish the first week of production.
I’ve been putting together a style guide for our game, something that’s invaluable for the production. Since I was the lead artist on the last project I worked on, King of the Thrill, I had already made one and could get to work at once. In this new styleguide I’ve shown the level of stylization, the color palettes in the different levels, general aesthetics of the game and how the levels differ, among […]
The beginning
And so we finish the first week of production.
I’ve been putting together a style guide for our game, something that’s invaluable for the production. Since I was the lead artist on the last project I worked on, King of the Thrill, I had already made one and could get to work at once. In this new styleguide I’ve shown the level of stylization, the color palettes in the different levels, general aesthetics of the game and how the levels differ, among […]
The beginning
And so we finish the first week of production.
I’ve been putting together a style guide for our game, something that’s invaluable for the production. Since I was the lead artist on the last project I worked on, King of the Thrill, I had already made one and could get to work at once. In this new styleguide I’ve shown the level of stylization, the color palettes in the different levels, general aesthetics of the game and how the levels differ, among […]
Big Game Project Week 1
So this week our group started with the production of our first person puzzle game in which you redirect light by rotating mirrors in order to reflect the light in certain directions. Earlier we had decided to use the Unreal Engine 4 to develop our game and prior to this week i had roughly 3-5 hours of experience of working with UE4.
This week i started by prototyping most of the features that would be in the game, i managed to […]
Big Game Project Week 1
So this week our group started with the production of our first person puzzle game in which you redirect light by rotating mirrors in order to reflect the light in certain directions. Earlier we had decided to use the Unreal Engine 4 to develop our game and prior to this week i had roughly 3-5 hours of experience of working with UE4.
This week i started by prototyping most of the features that would be in the game, i managed to […]