10 hours ago...

10 hours ago we entered a taxi to the train station in Ludwigsburg. Now we're just about to eat the first real meal of the day in Stockholm. Hello Sweden!

We still have a bit to go though, at 00:20 we'll set foot in Visby. (for the ones wondering what the hell we will be doing for 8 hours, we have to travel to a harbour and then go on a ferry for 3 hours)

Then I can finally say "Hello home!"

Trans-media Workflow

We're packing up to leave Ludwigsburg and go to Sweden! It's been three loooong weeks, but an incredible amount of fun.

I'll leave you with this Prezi presentation. Click the arrows to get the presentation, or just use the buttons on the right to drag and scale around at any time. It's mostly notes from this week, but I hope you enjoy it anyway!

Speaking with Geza M. Toth

As I can't get photos from my phone at the moment, I can't upload any photos from Ludwigsburg... but I'll make up for that with a few more from Budapest!

We got to meet Geza M. Toth while in Hungary. He's an incredibly skilled movie director - among many other things he has directed the Oscar-nominated short movie 'Maestro':



A few of us from the Eucroma group went to his studio to discuss animation and movie-making in general. We got to hear a lot of stories of how it was to work with animation in Hungary, and also how you renew yourself as an artist. It was a really inspiring meeting!

One of the things I will take with me from that meeting is how he described himself. He said he was like a tailor. A tailor's job is basically to take the request of the client and make an original and creative suit that would still fit the client perfectly. I'd like to think of myself like that as well.

Less talking, more photos!

A few prizes he won over the years. Some are very... original.

Lunchtime! Geza M. Toth is the one in the middle.

Obligatory coffee in the children's section of a café.

Summary of Budapest

Second attempt at summarising Budapest... it's a city of history, and there are so many impressions to take in while being there. I really recommend visiting it (don't forget to visit both sides of the river, basically completely different cities!), but do spend some money on getting a decent hotel... ours literally stank of crap. Anyway, here goes!

As a swede, the language is impossible to understand. For example 'thank you' is 'köszönöm'. It also sounds a lot like Finnish.

We found this sign on a pizzeria close to the hotel we stayed at. We discussed the different possible meanings of it, but I think we decided on 'We do not serve sushi!!!'. Since it's a pizzeria and all.



One of the treasures of Budapest. Sandwiches in every size and form! You could order 10 smaller ones in a box to bring with you, and they would have everything! Salmon, egg, tuna, salami, roast beef, cheese, brie cheese, ham, clam...

Since everything in Hungary is really cheap as well, these were only 3 swedish crowns per sandwich. I miss them already.
Nomnomnomnomnomnomnomnom
This sign belonged to our favorite pizzeria. They actually had awesome service and tasty food, and they also introduced me to the awesome concept of having sour cream on your pizzas instead of tomato sauce.



Unless you apply the sign to our hotel of course... besides stinking of crap they liked to turn every room into a sauna. They would go in during the day and turn the heaters up to max and close the windows. Don't ask me. Onwards!


The meals were gigantiiiic!


(depending on what you ordered of course... Victor always managed to get the humongous meals)
Quite often you will see these random holes in Budapest. I don't know the history behind them, but it seems like the old building has been torn down and then not been replaced by a new building. One hole had been turned into a parking lot, but many of them are just empty like this.



It's kind of odd when you walk by these at night, as there are no lights at all in them, just a big black... hole.



And finally, speaking of contrasts in Budapest. Here are two more examples of how different styles neighbouring houses will have.

Recap Week 02

This is a post for my course at University. It's a long post analyzing a shorter game that the Eucroma group created last week, and why the game wasn't finished. Just so you know. :)


- We spent the last week working on a shorter project that would be finished on Thursday. The project was to create a smaller game that would be playable by the end of the week. The intention of doing a project over 4 days was to test the pipeline and the group. We would hopefully be able to see where problems would arise in a more controlled setting, and bring those lessons with us into the big project.

Everyone who wanted to was involved in the process of creating the idea. The goal was to at least create a simple game; if we had the time we would also create a trailer for the game. As I wanted to focus on a personal project and didn’t care too much about what type of game we would make, I chose to not involve myself too much in the beginning phase.

We chose to keep the concept phase short. Within the first day we had an idea for a game and designs for the two main characters. The rest of the time was spent on production of the assets needed for the game.

The tools I needed to start my work on the game (animation) involved two other people – the modeller and the rigger. The modeller created the character from the designs our Production Designer made. When that was done, the rigger received the character and created a so-called skeleton for it. The character that the modeller created will then act as a skin on the skeleton, as with a real human being.

This also involved a lot of communicating. Even though I couldn’t actually start animating until I had a character with a skeleton, I could give feedback on the process of the character creation. At this time I also communicated with the programmers. They knew what kind of animations they needed for the game to look believable. In our case the game involved throwing and getting hit by various instruments, and so we needed characters that looked like they are doing so.

In a perfect world, this would have been a fast and smooth process. But as we, after all, are a group of people from around Europe that has never worked together before, there were a lot of problems that arose once we were in production.

 - The most important problem was that there was no direction. As with any kind of bigger group that needs to produce something, whether it is a game, orchestra or basketball team, you need someone to organize the effort. It could be a coach, conductor, or in this case a Game Designer (from now known as GD). The GD has an overview of the progression of the game, and makes sure that the end product is something that’s enjoyable to play. (this is a very simplified version of the role)

In this short project we didn’t have a GD, or any other kind of leading role. This was due to the fact that the leading group (GD, Producers, Production Designer and Animation Director) spent almost all of their time in meetings concerning the main project. Specifically the universe that is to be created for it.

One of many consequences of this was that the programmers had to take focus away from their main task and take decisions that the GD should have been responsible for. Among many things they had to design how you actually play the game. This process was very rushed because the programmers still had to do the actual programming, so a lot of bad decisions were taken.

Simply put, since no one had taken direction of the general direction and experience of the game, it wasn't something that could engage the player. In the first play-through of the game we realised that it wasn't very fun to play at all. As a result the programmers had to throw away everything they had done so far and create a completely new game. Something that should have been avoided with a clear direction from the beginning.

- The creative team also experienced a lot of turbulence. Since we are very dependent on each other’s work, it’s important that we share the same vision about how the end product should look. If a few people think that we are making an apple, and some other people think that we are making a banana, then there’s going to be a lot of confusion in the communication within the team.

One way to avoid this would have been to have a central point of information about the concept. This source of information could for example be a Style Guide, Wiki-page, etc. It would be updated with info and clarifications for different aspects as problems and questions arise.

There was a lack of direction in the creative team as well. The Production Designer who designed the characters weren’t available enough to answer all of the questions, and no one had an oversight of the process. I had no way of knowing if the file I received was approved for the next step in the process, because there was no one there to approve it.

In the end the project never got finished. We had a lot of finished assets, but the game as a whole wasn’t playable. There were a lot of smaller issues as well, but I believe that the two issues I’ve described above are the causes of project being unfinished.


If you have read this far, I would really appreciate if you left a comment on how easy/hard it was to understand. I’m trying to keep my language open so that non-game production people can read it too, so please point out for me if there are any passages or words that are confusing. Thank you!

In Ludwigsburg!

We're now at the Filmakademie in Ludwigsburg! I'll update with more later on when I have some time.

I decided to remove the summary of Budapest, I felt it was a bit too hurried and badly written.

Now I'm off for lecture!