Exactamundo screenshots – day/night cycle

12th December 2019 in Blender, Exactamundo, game development, Games
Exactamundo dev shot. Night-cycle.

Nice shot from the dark side. The whole day/night cycle is a themed color system running through some advanced custom shaders.

Exactamundo dev shot. Africa

This shot shows the day lighting. The sun follows the character around (it is always day during gameplay).

There is a lot of difficult angles that is to be considered. The darkness to the right shows space and stars while the dawn to the left is starting to get color and dim the stars. It was important to get the toony light/color feel as smooth and natural as possible. The shader decisions is based on camera angle, position and zoom.

The spaceview has its own color theme. The surface atmosphere turns off when the player is pinching out towards space.

Pyra – game development.

8th July 2017 in concept, game design, game development

The Pyra (Working Title) is a project of mine that have been in development for a while now (read years;)). It’s a sokaban style adventure puzzle game I have been working on with Sebastian Aparizio as programmer and partner. The project is still in development.

These concept sketches shows some basic lo-po style graphics and game idea from the project.

Pyra leveldesign - concept 1

Pyra leveldesign - concept 2

Child Project – Train model dev shots. Cape Copenhagen 2017

4th July 2017 in 3D Artwork, 3DStudioMAX, Games

This train with locomotive and carts was done for the Child project (3D Studio model – Shots from Unity). I have recently abandoned 3D Studio MAX and started learning Blender instead. I always found 3D Studio unpleasent and counter creative to work with. I am very happy working with Blender and stunned about how well it is designed. Blender is free and can be downloaded here.

Child is an experimental game demo about war seen trough a childs eyes. Set in some ww2’ish setting a little girl has to find her way through a world in chaos of war. Visual style is B&W 3D graphics with a toon’ish style. Game development is currently on hold until funding is found.


All mechanical parts on the model is animated and follows the wheel movement.

Shader is a simple half lambert with rim (fresnel). Shader Forge graph below. Screenshots from Unity scene. The fresnel creates a very nice rim around details and generel shape on the model. The pipes stand out with nice white lines adding a very nice toon’ish look to the picture. Further development of shader would be masking of areas where fresnel should have no effect, and maybe add a lightmap or vertex shadow support.

Copenhagen Suborbitals – Nexø I rocket. Design sheet full

3rd July 2017 in concept, Projects, Rocket Design

The sheets shows the Nexø I rocket exterior and interior designs. They where used in the campaign to explain the rocket to the public audience. All pipes, servos and other details are there. Small details as wires and electronics is left out so the drawing is less intimidating and easy to understand.

The rocket lifted off succesfully from the launch rail on Sputnik, our launch vessel. The rocket worked almost perfectly but didn’t reach nominel altitude due to problems with the LOX fueling sequence at sea. This happended last summer 2016 in the Baltic sea.

Nexø II is scheduled to launch in august 2017. Nexø II is almost identical in design but is about 1 m longer due to the DPR system (Dynamic Pressure Regulator). This system will allow the rocket to reach altitudes (20 km or more) far beyond the design of Nexø I.

The illustrations where created with Photoshop and 3D reference.