Thursday, March 20th, 2014
A first few quick tips regarding working in UE4 More coming soon. My plan for the near future is to release a Solus starters project, with all of my material functions, some of my material setups, a bit of my Blueprint, and most importantly my Sky and Post Process setup. Also I intend to do a video in which I talk over the various features found in Solus and how I used UE4. Beyond that I also want to do an extreme beginners guide using the Solus content, followed by more serious videos. Long and in-depth. Read More
Wednesday, March 19th, 2014
I presented Unreal Engine 4 and Blueprint scripting at the Swedish Game Awards earlier this month, on behalf of Epic Games. The hour long presentation focuses on the new visual scripting system Blueprint and how it impacts the way we build games and levels. During the presentation I set up a lightning strike script, followed by taking a look at how Blueprint impacts the development of Solus. The quality of the projector recording isn't always superb but it will give you an idea of how scripting in UE4 works.
Saturday, February 15th, 2014
Onlysp.com have done an extensive and in-depth interview with me about Solus. Revealing lots of new details about how the game works and what I am trying to accomplish with the game.
- "Scavenging will be a double-edged sword. While you must find things to survive, Solus is not content to let you sit pretty in one spot. Instead, the need to scavenge will drive the need for exploration – and the need to move on. “You will need to keep moving and work for your survival if you want to make it through.” This means going from the surface to below ground to find the mixture of survival gear that you will be needing."
Saturday, January 18th, 2014
Epic Games have been so kind to feature a showcase and interview about Solus and my work at the UnrealEngine.com website.
- “Blueprint is the game-changer for me. It goes far beyond Kismet in Unreal Engine 3 and is incredibly powerful. I am a designer and artist, and for the first time in my career, Blueprint allows me to make entire prototypes and games without requiring me to touch a line of code. Never have I come across any other visual scripting tool or editor that comes within a thousand miles of the power of Blueprint.”
Thursday, December 5th, 2013
We've just released a brand new one hour long The Ball level on Steam, for free! Named Quizaz, the level is the product of some of the design students class 2012 at the Swedish game development education FutureGames. Hourences set them up with access to the The Ball editor, and guided them into and through development. Major credits to Anders Bergman, Jacob Antonucci, Björn Jonsson, Christoffer Näll, Claes Fornell, Ludwig Sjöstedt Samuelsson, Tobias Ekholm, Sebastian Contreras - and additional thanks to Peter Cornelius, Stefan Alfredsson.
Saturday, November 23rd, 2013
I spent the last couple of weeks entirely on visuals, in order to get the video and screenshots ready in time, so after last week's deadline I now moved on full time to gameplay and scripting. Bianca Savazzi joined me to help out with scripting and programming. We are working next to each other actually, first time I work on one of my own things with someone else working next to me in person. What we did this week:
- We researched and thought out how the entire survival aspect should be done. Wrote some documents, looked up a lot of information, and made a simple overview map that will help us with figuring out what you should talk to… Read More