Render - Tree 1 Desert

Sculptris + Blender

Yesterday I downloaded Sculptris, ZBrush-like sculpting software. Pixologic said about it:

Sculptris provides an excellent gateway into the exciting world of 3D. It’s features are easy to learn, even for someone with no experience in digital art, yet robust enough for creating base models that can then be refined in other applications, such as ZBrush.

Besides being super easy to learn, Sculptris is free, even if you decide to use it for commercial work.

After playing with it for about 1 hour, I sculpted a tree.

Here it is, without texture:


Using it in Blender

After this, I imported the model (.OBJ) into Blender, and made a low poly version. Best way to get low-poly is to use Remove double vertices option and also Decimate modifier in Blender.

Second thing is to bake the regular diffuse, ambient and shadow texture from high poly to low poly model. After that you can add bump map to low poly with a little specular light amount.

After 2 hours of work (with pauses) I got this nice low-poly tree in Blender. You can see that it has a good bump map applied.

Here is the final low-poly tree that I just might use in Haarmu. :)





Sculptris cheat sheet (PDF)


UPDATE 4. I (am making) made a game for BaconGameJam 05

Hello. I haven’t posted here for years. Well mainly because I am really busy developing my latest game, serious and big game, called Haarmu. But that’s not the point of this post.

1 day : 22 hours : 7 minutes LEFT

“Lights out” sounds nice

Last night I saw a tweet from @McFunkypants, about the BaconGameJam. After checking out the web site, I decided to take a challenge of creating a game in just TWO days. Finally we got the theme, called “Lights out”. I guess it’s time to do it. I got an idea, really neat one. Best of all it’s really simple but could(?) be addictive.

Here are the tools I will use:

  • programming language: C#
  • framework: XNA 4.0
  • art: Inkscape, GIMP, Blender
  • music: LMMS and SunVox

First phase is to write a basic working code for the main things like, drawing, updating, little shaders and UI stuff.

1 day : 08 hours : 55 minutes LEFT

I have some basic code working.  Now it’s time to make a game from it. It’ will be 3D. For Windows.

And actually had a time to sleep.

1 day : 04 hours : 32 minutes LEFT

Particle, Camera classes finished and working. Also made main character’s model. Shader for simple lightning works. Drinking a lot of coffee and less tea. Here is one info, game is called “BRAVE SNOWBALL“.

05 hours : 10 minutes LEFT

Brave Snowball. Game where you are a snowball, falling down. But… You are the brave one. You want to meet your goal. You don’t want to be destroyed by a light beam. Avoid them. That’s what this game is all about. Well two days isn’t enough for making it look good, but I think it’s playable and actually fun. Little time left. Here is the first screen from my prototype. I have plans for this game. It would be amazing to play it on a phone, with accelerometer. Or imagine you actually play this with the Oculus Rift. Now excuse me, I have to finish this prototype. Make it more awesome. Because that’s what I do. I make games. :)

The brave one

00 hours : 00 minutes LEFT

This was a great adventure. Last time I entered a jam (more than a year ago), I was only using GameMaker. This game reminded me that I actually progressed with the game development, programming languages and design. That the effort to learn more about programming, art, modelling, sound and design can lead to great results and games. I will post more about this game this week, with the download link. 

Be sure to follow me on Twitter and bookmark My current project Haarmu will be a very nice and rewarding experience. Don’t miss that.

Brave snowball - Main menu

NOTE: This post will be updated as I progress with the prototyping. Finished!


Boxner for Windows Phone? You bet!



I started this new year with the wish to bring Boxner (passed 1000 downloads on Google Play, wooohoo!) on Windows Phone.

So, as you can see it is working. Although there is a lot of work and polishing to do, like integrating Scoreloop for leaderboards and achivements, since Swarm Connect isn’t available on WP yet. I won’t say you when it should be available on WP Marketplace exactly, but you may expect it very soon.

One great thing about this version is that I will make some exclusive content just for Windows Phone.

Here are the screens:

Polish, polish more

Polish, polish more




Personal game dev adventure in 2012.

2012Here are some breaking things that happened with my game development life in this year:

  • January – April | I learned more about Java programming language and Android OS. Imagined a world called Boxner, my second Android game.
  • May – June | Started learning about C# programming language and XNA 4.0 Game Studio framework. SweetsCommander, my first Windows Phone 7 game was announced. Won second place with SweetsCommander at our local Windows Phone programming competition, called “FIT Coding Challenge”.
  •  July – August | SweetsCommander is released on Marketplace, for Windows Phone 7. Developed a small level editor prototype for my games. That was a great experience. Began working on Boxner, now from zero. Signed up for a local competition called “Android Liga”. It’s a compo for Android app and game development for students.
  • September – November | Boxner is released on Google Play. Ported Bosnaku for BlackBerry OS.
  • December | New game for Android, called “Kindness”. I hope that it will be finished soon.

It was a great year for me. I learned a lot of new things about game development. There are some things that I can’t talk about now, but it will be great to talk about them in 2013. Next year? More games will come, but the main focus is to continue learning new stuff and experimenting more.

If you want to learn more about my games or ask me anything, follow me on Twitter. I do talk about game development there.