Improvement check-up!

I decided to quickly-ish re-create an old picture that I drew in 2012. So I spent a bit more than an hour on this one, in comparison to the many hours I spent on the first one.

Seeing the result was fun, actually seeing that one has improved over the years 😀 below you can see the old drawing, and the new, 2014 version of it.


2014 version!
2014 version!

Making crates!

This week in 3D we’ve been making basic crates to get hang of making simple models. We were to make three crates, each one of a different theme which were: Sci fi, Urban contemporary, Post-apocalyptic, Medieval and Cartoony. I chose the themes, Sci-fi, Urban contemporary and Cartoony for my crates.

Cartoony crate


  • Big shapes
  • Round
  • Unproportional


The cartoony theme is to me big shapes and bright colours, with unrealistic proportions. I made this crate with an adventure game in mind, much like The legend of Zelda: Windwaker. Why I chose Windwaker as a reference is because it to me is an icon for cartoonish graphics, with its cell shaded world, and wacky figures. The way that they have made enviroments and characters, fits very well into the theme.

Making this, I was thinking big and playful shapes to make it look more interesting. I made this one in the form of a chest, because of the idea of an adventure game. I made sure to make the metallic parts of the chest big and very extruding from the chest in order to make it feel big. The bottom wooden parts of the chest are made so that they are jutting in towards the middle, to make it feel weird and mysterious.

Box 2


Sci-fi crate


  • Blocky shapes
  • Streamlined
  • Man-made

Thinking Sci-fi, I see streamlined forms, a lot of sharp edges and a clean look, yet realistic. I made the Sci-fi crate with Mass effect in mind, where the objects in the game are very blocky, streamlined and clean. Having these properties on an object gives the feel of something being very futuristic and man-made. An object with more round shapes and maybe organic, could give a alien feel to it instead. Mass effect is a great reference because of its great versatility in style and culture. In the game, one can see the man-made ships and colonies, towering buildings and vehicles. Then there are the alien cities, some organic and other with other creative forms. They convey the feeling of grandness, to see that there is a whole myriad of races with different style, architecture and weaponry. It can make my mind sway, thinking of all the different possibilities there are within such lore.

The box I made is supposed to resemble a med-kit with a futuristic look. I made sure to have a lot of edges and inward extrusions, making small gaps on the object. If i had time to colour and texture it properly, I would add light sources that indicate that it is a mechanical construction. Box 1


Urban contemporary crate


  • Man-made
  • Blocky shapes
  • Realistic

For the Urban crate, I took Watch dogs as reference, with its near future world. With cities looking like the ones found in the world today. With the Urban theme, I would think that things should look realistic and as close as it looks in real life. And in a city based world, there will be a lot of objects one can recognize, with everything from lamp posts to thrash cans. Watch dogs is a good reference for objects because of how they managed to make the city look consistent, with small objects standing everywhere, and even if there are a lot of them, they do not disturb the focus of the player, they just blend in like they should.

When I made the Urban crate, I wanted to make sure that it could blend in to an urban environment without being too attention grabbing, so I made a trash can. It has a blocky figure which indicates that it is man-made.

Box 3


I think this exercise has been great for both learning how to see different elements from different styles, and to practice general modeling of objects. It’s interesting to see how every style and theme approaches the different elements. Like the cartoon one for instance, I have actually never taken a closer look when playing Zelda at chests, urns, etc. And taken the time to think why they have the shapes and forms like they do. Now that we have actually gone through the elements, shapes and such. I can actually understand what feeling they want to convey with different objects.

With this new knowledge, I will start analyzing objects in games further, and not only in the cartoon themed games, but in as many as I can. The more you know, the better. At least in this case.

I can not really think of any negative points of this exercise. Making objects in 3D is always good practice, especially the ones new to the 3D thinking and softwares.

Kushala Daora!

Hello! I did some drawing again, and again it’s a monster from the game Monster Hunter. Instead of going for colour only, I instead chose to draw with a more cartoony style. I was pretty happy with the result at least!

Kushala Daora. A metallic dragon with control of the wind.
Kushala Daora. A metallic dragon with control of the wind.

Next week, I’ll be going to the Tokyo Gameshow! I’m going to try to document a little about what I’m doing there. So look forward to that!

Until next time!

Board game analysis

Hello everyone. This week in advanced game design, we have been tasked with analyzing a board game that we got to choose ourselves in each group. Our group chose the card game Munchkin: Pathfinder.


Core system

The game is made for playing with up to six people, where the goal is to gather loot, kill monsters and race to level 10 to win. In the game, there is no kind of game board to place units, characters etc. There are only the different cards that are given out at the start of the game, and those that you get to pick up at the start of every round. The different cards that exists are the treasure and door cards. The door cards can have everything from monsters, loot, faction, classes or curses on them, while the treasures can contain enhancements or level up bonuses and more, more on the cards later in the analysis. there are a total of 167 + 15 cards and a six sided dice in the version we were playing. These cards are what the game revolves around, and socializing of course, but picking cards serve as a tool for the player to move forward in the game.

Most interesting system

I think that the class/faction system is the most interesting one in this game, since it opens so many ways to change tactics and play it your own way. It is a good way to spice things up and makes for some interesting combinations and plays.

The good

This game is not complicated, easy to learn and does not need a lot of space to be played.  The greatest thing about the game is how it can make bring out the wackiest and mean sides to people when they play it. One second they all help each other trying to survive, the other they will all skillfully plot how to prevent the leading player to get to level 10 and win. This is not seen in a lot of games, and is very refreshing not needing to have strict rules and complicated systems.

The fact that the humongous imbalance in this game becomes the balance in itself since no one really has an advantage over the other. Creates a really fun and varied game session each time you play.

The bad

The game has quite some flaws when it comes to rules. While this is one of the aspects that make the game, it can sometimes become a hindrance, for instance when 5 different players decide to stop the leading player from winning and pooling all their cards into the play field. There is only chaos when this happens and often becomes very tedious and annoying to keep track of every card that gets thrown into play, how much damage one thing has, and how much damage that takes away etc. This also creates a lot of chances for cheating, while allowed if no one actually sees you doing it. It is still not as fun when resorting to cheating.

For a first timer, the game can be a little overwhelming with all the different cards that make sense for only the initiated players. This causes the game when having new players very slow and painstakingly boring at times, because one is needed to explain every card there is and how they work in what situation. Because of this, it is always good to have someone that played and know munchkin well enough to give them a crash course on how it works.


The cards

There are a a lot of different cards in the game, which can give the player buffs, debuffs, etc. These are the different card types:


The door card is the core card along with the treasure card, while not doing anything  specific in itself. It is the card that every player has to pick on their turn, this is called “Kicking in the door” These cards contain monsters and other pleasant, or less so, items.


Whenever a player manages to slay a monster, they will get to grab all the loot that the monster had in their room. This is simulated by taking the x amounts of treasure cards equivalent of how many treasures the monster left behind.


These cards increase the players damage and will be their main source of damage, weapon damage is put on top of the player level.


The monsters are the only hazards in the game that can actually kill the player. These beasts have different levels and will try to kill or just give the player “bad stuff” which is what happens when a player loses to a monster, and death is one of these bad things that may happen.

Level up

These cards do exactly what it says on the tin, it gives the player a level and then disappears.


These cards will put different debuffs on the player that stumbles upon these cards, curses can only be cured by specific items or by filling certain conditions of the curse.


Faction/Class cards give the player a permanent boost or skill, for instance a pathfinder. They can sneak a peek on the two top lying door cards before kicking in the door, and then pick whichever he/she wants to open.


There are general buff or debuff cards, these all range from tossing a monster to another player, forcing someone to change class or just making the dice land in whatever position you want and so on.

A general playthrough

A normal game of munchkin can take up to 40 minutes or even 20 if things go fast.

A round always starts with every participating player taking four treasure and door cards to their hands. From here, people start to kick in doors to hopefully get good door cards or maybe even fight a monster to get treasure. At this point of the game, everyone will most likely offer their help to anyone fighting a powerful monster, hoping to get  a slice of the loot for themselves. This usually goes on until one or more player has managed to acquire good enough gear to fight most monsters, this way the player can get levels easier than before. This is when players start to plot against each other, since making it to level 10 first is the goal of the game. Curses will be thrown and they will try to buff the monsters that the winning player is facing, Throwing in everything they have been saving the whole game. Most of the times the player will be forced to retreat, not getting any levels or loot. This gives a new player an opening to win the game, since the one in the lead now has to wait for his/her turn again. This is how it goes around and around, most likely until everyone has run out of curses and monster buffs to throw at the opposition. It is madness at its best in my opinion.

Target audience.

Munchkin being a very humorous and social game, I think that the target audience for this game are the people that like to play boardgames in general, and like to socialize and have a good time. And even though the box recommends this for kids age 10 and above, I would say that it would be more fitting for a bit older kids. I say this because one can get the full experience of munchkin if you get all the hidden references and weird humour, which just adds to the whole experience. While still playable by 10 year olds no doubt, I still don’t think they would get all the jokes, which in my opinion, is one of the best parts of the game.


To summarize this, munchkin is a great casual card game, fit for people that are not too used to the genre and to those who are. It might even serve as a good stepping stone to get into role playing games, since it has the social elements of one. As mentioned, the game is very dependent on its social aspects, where the player make the game. The cards and dice, are just tools for you to make your own wacky adventure through dungeons with your munchkins, and without these social aspects, the game would be pretty bland. The rules of this game are very blurry, and sometimes nonexistent, where once again the social aspect kicks in, where the players get to talk and get to some kind of mutual agreement on how it works. This can get really tedious at times, where players have to stop their game flow, to sometimes discuss really small things, that almost do not matter. Thanks to the social aspect once again, the game will keep being interesting, even after playing it several times. This is thanks to the wide variety of cards including armors, weapons and even monsters, this will make sure you never get the same things all the time, and makes up for interesting combinations, tactics and even some depth. And considering how simple the game is in itself, that is pretty impressive design in my opinion.

The balance of this game is not good at all, there are right out broken things in the game, but this is just another aspect of the game, since the major imbalance of everything kind of balances itself out, because if everyone has access to the same thing, everyone will be just as broken as everyone else.

Munchkin is a very unique game that i recommend to everyone if they have not already played it. It is a total blast and fun to play. So gather up some friends, play the game, and betray all of them! All for the sake of loot and victory.

Until next time!





Happy post-Kut ku day!

Hello everyone, yesterday was the Kut ku day! What’s Kut ku day you say? It is the day all fans of the franchise Monster Hunter, celebrate one of it’s most recognizable monsters, the Yian-Kut ku!To celebrate, I made a drawing of the proud fella, just waiting to be ambushed by skilled hunters.Kutku!

3D Computer Graphics: First week.

The first week of the 3D course is finished, and we have been going through different elements of art and how they are used in 3D environments.

We also did an analysis on different screenshots from various games to find how they’ve used the elements of art: Lines, Shapes, Space, Values, Colors and Texture.



In this picture of Dc’s character Batman. We can see that it is meant to be very dramatic, having the camera look up towards Batman standing on a ledge. This gives the feeling of him being powerful and serious. The lines in this picture are vertical as well as diagonal, with batman standing tall and the camera tilting a bit to give the picture a sense of action and movement, in this case the batplane in flight and the cape blowing in the wind.

Batman takes up most of the space in the picture meaning that the focus is supposed to be on him. They also have other elements in there to set the tone of the picture, for instance the bats flying around the plane, creating a sort of frame around batman, once again enhancing the focus on him.

The values of this picture stand out very much, with Batman, having a almost completely black suit, paired up with the blinding lights of the spotlights in the background and the batplanes bright flames. Having these extreme contrasts make Batman almost pop out of the picture since he is the darkest thing on set.

The different textures that can be seen in the picture are Batman’s leathery suit. the rock surfaces in the background, and the ship made out of worn out metal. All of these which can be recognized by how they reflect light, leather has a matte or non shiny reflection, while the ship has a more shiny, yet brittle reflection.

The shapes on Batman are very pointy and sharp, giving the impression “stay away” when seeing him since sharp and pointy often means dangerous.

For the sake of not exceeding the allowed word count, I’m going to streamline the rest of this analysis.



Picture 2: Battlefield hardline

Lines: A lot of diagonal lines in this picture, and along with the tilted camera, it makes the scene look action-filled and fast.

Shapes: Most of the shapes are solid and sharp edged meaning the houses , the helicopter and all the objects on the roof. While the people and the clouds in the sky are more organic and alive looking, making them stand out in the picture.

Space: The people sliding on the zip-line and the building they are approaching as well as the helicopter are the positive space in this picture, while the sky and background buildings are negative space.

Values: The foreground on this picture has a darker value in comparison to the background.

Colours: This is a pretty cold picture over all, with a blue tint from the sky and the brown and monochrome buildings. This makes the red bag of the person in front look more important and makes it stand out more.

Texture: The textures of this picture consists mostly of hard objects, concrete and glass that reflects plenty of light. Then we have the characters that are very organic.



Picture 3: Mirror’s edge

Lines: The picture mostly consists of vertical lines, giving the picture a sense of height. And the slightly tilted camera makes it look like something is going to happen.

Shapes: all the shapes except for the character, clouds and mountains have a very hard looking shape with box like buildings all around which makes it all feel and look man-made, the character and remaining objects look natural.

Space: The character and the building she’s scaling and the building behind her makes up for the positive space, while the rest is negative.

Values: The picture is very high key overall, with the exception of the character having some black clothing.

Colours: The colours of the picture are mostly black and white, giving a futuristic and clean look. Having this also makes other, stronger colours stand out, the characters shoes and details being one example.

Texture: Most objects in the picture all have a very reflective glass looking texture, while the character has more cloth and a leather looking vest.



Lines: This picture has a horizontal line, making the picture look slow and giving the impression of slow motion, the moment before the action starts, which in turn makes things more dramatic in a way.

Shapes: The shapes are very organic in the picture, except for the sword the character is holding. Having a difference in size of the two characters in the picture adds tension to the whole scene, making it feel a bit like a David vs Goliath fight.

Space: The character and creature take up the positive space, while the rest serves as negative space.

Values: There is a very big contrast between the middle light and the ground in this picture, the light in the middle is very bright, almost blindingly so, while the ground and the top clouds are much darker and creates a very nice frame like effect.

Colours: There are not a lot of colour in this picture except on the characters, since they are the focus. This makes them more visually interesting.

Texture: The characters have different kinds of textures each. The human having organic shapes and textures, while the rock monster has more rock and nature based textures.


3D assignment.




For this assignment we got to pick between different themes and a example game for our level. We picked an uncharted inspired level with the keywords ‘magic’ and ‘solitude’. we went for an abandoned Atlantis-esque city, capsuled inside a dome. with broken pillars and structures with no life in sight. When we took the screenshots we wanted to capture the feeling of something grand that was lost with time, and hopefully we managed to convey that feeling.


That’s all i have for this week, see you all next time! 😀