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Penalty of Heroes team at work
We had some requests about two week ago that people wanted to have a look at us working at our office. So here’s a video, though from our old office (we just moved), of us at work. This is how it looks like when things are running smoothly and everyone is in.
At first you’ll see Nixi working on some concept art, then a quick look at Jona texturing, over to Jakob coding, to Dwarf making level art, to Andreas play testing, back to Jakob, and then to Jona and Nixi again. The man with the camera is King Klepot aka Håkan.
Rigging, skinning and texturing the Velocirator (part 3)
Here’s the third part of the Velocirator series, where you get to follow an enemy all the way from first concept to a finished and animated 3d mesh.
Once again I have in co-operation with Håkan compiled this little video, it shows my workflow as I rig, skin and textur the Velocirator (Ratociraptor?) in 3ds max, at 12 times the original speed.
I will make sure to keep my camera rolling when I animate it as well, look forward to it! Please!
Showing how we work
Next week, starting on Tuesday, we’ll be posting a series of posts that are connected to eachother and showing how we work . We will do this using one of our enemies. First of is Nixi, our concept artist, that first shows how he draws two versions of the enemy. In the Next post Jona, one of our 3d artists show how he makes a 3d model using Nixis concept art. In the third video Jona is skinning and texturing the 3d model. In the last video you’ll see the enemy move.
Here’s a little “pre taste” video of Llaknel being textured in Mudbox.
Entering the third dimension
Last night I had some trouble sleeping so I decided to start work on some 3d instead. Its been a while since I worked with 3d modeling so I was happy to feel how fast I adapted to the workflow. It took about three hours to complete the base model and it ended up using only about 1,7k triangles. That is very low but the result looked pretty good considering.
I continued to work on the rig during the day, first skinning the low poly and then adding a turbosmooth modifier which automatically subdivides the mesh and makes it smoother. The skin adapted very well to the new mesh and I could begin animating, but a model needs textures and textures needs a good unwrapping, which should be done before you start with the rig. Luckily I figured out a way to solve this problem by simply saving the skin and adding it later to the unwrapped model. Its still wip and stuff like weapons, clothes or armor will be added later.
I learned a lot of things making this model and Jona showed me a couple of things I’ve never used before, mostly biped animation tips and tricks. Thank you.
The sprint this week (w 10)
At first we had “Scrum sprints” that lasted about 4 weeks, but after the first sprint we decided to divide each 4 weeks sprint into 4 smaller “weekly sprints”. This so that the goals were more easy “to overview” and reach. This is roughly what the sprint of this week contains:
Code:
- Physics & colliding system
- Implement character control (hit, jump, magic and so on)
- Sketch on AI system
3D graphics:
- All the main characters done and animated
- Model enemies
2D graphics :
- Textures for all the main characters
- Concept of gems & gem system
- Graphics to the teaser
Level editor:
- Implement scripting
Narrative:
- Continue as planed
Levels:
- Continue making levels
Start on teaser



