Working hard on the story for our game. For the past couple of weeks a lot of ideas have been thrown in the air, so now is the time to sort it all out and get back to a clear statement. Still some way before I reach the end, but eventually I’ll get there. The picture shows a rough arrangement of the first two acts of the story (not following the 3 act structure in this sense). Three more acts to go!
A collage of approximately 12 photos and a lot of photos of wadding photoshopped and layered on top. It was done for my sister. The original is about 53 MP and is made for a large wall print. The photo is shot close to my home on the top of a hill, from where you can see a part of the city.
The team is assembled and work has begun on our bachelor project feels!!! It’s a 3D adventure/exploration game where you must use sound to bring back light in the dark corners of yourself.
“uh, exiciting!” you say,
“yes, but that’s only the beginning” we secretly think
For most of us this is the first time walking into this unknown territory that is the art of game-making. And we’re superpsyched!
To follow our progress and get a little inside into the project, head over to our production blog at feelsgame.tumblr.com.
Volume 3 of Oh!Behave is released. The release has a strong focus on female artists and is inspired by the trobairtiz who were Occitan troubadours who would write, compose and perform their music by the court. You can head straight over to Oh!Behave and listen to the songs and download the album completely free of charge.
I am making Oh!Behave together with Rasmus Petersen and Sebastian Kjær. I keep the website up and running while they look for bands and takes care of other practical matters. For the past two releases I also did the album cover.
The various animations I created for Kitty Defence, which was made at the Indiejam Summerjam 2014 game jam at Platform4. They were all done fairly quick with a lot of reusing of animation. You can tryout the game here, though all animations may be have been implemented yet.
I really liked the whole sprite setup in Maya, because it is a super fast and super fun way of animating. You can really focus on making the animation fun and expressive, because you’re so limited with what the model can do. Basically you only have translation, rotation and scaling of the various parts, with no bending of the individual sprites (though it could be done), and only 2 axes to be concerned with. To me this was a nice relieve to the ever so difficult and complex 3D animation I’ve been doing the past year.
Along with the ground, I also modelled and textured some low poly trees. Using very much the same technique of a combining ambient occlusion pass with hand made textures. I also used a surface shader prior to color the individual cluster of leaves, to easier work with color directly on the model, this was then baked out as a separate color pass and combined with the ambient occlusion pass in Photoshop. Textures were added there as well. The trees are tilted 30°, the idea was that this would give a sensation of going down hill in the game. We never got to implement it.
I tried to do some simple low poly landscape, textured with a simple ambient occlusion pass colored in Photoshop, and rendered with a simple lighting setup. The map consists of several blocks so it was easier to create different levels. I didn’t spend too much time though, so the blocks doesn’t align that well. But hey, it was fun to try. To see some awesome low poly stuff, head over to Tim Reynold’s blog!