Krillbite Studio | Krillbite Dev Profiles: Bjørnar!
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Krillbite Dev Profiles: Bjørnar!


Ever been so lazy you wrote a script so you wouldn’t have to repeat the same task several times by hand? Well, then you are the best kind of lazy! This is also the case of our technical artist, Bjørnar.

What is your role on the team?
I’m the resident technical artist, which means I do a bit of everything. I used to do mainly 3D art, but as time went on I saw that programming could be very useful to me and started writing scripts to help myself out. Nowadays I do 3D modelling, shaders, Unity editor tools, some gameplay programming, level building and translating for other disciplines so programmers and artists/designers can talk to each other.

Impressive skill set!

How did you get into game development?
I was interested in 3D graphics, so I went to Hamar University College and did a bachelor in virtual art and design there. After the bachelor was done, I joined some friends and classmates who were working on an interesting horror game idea, and together we started full-time work on Among the Sleep.

It was a chance at getting something very close to my dream job, and I was in a position to take it, so that’s why I took it!

Did you know you wanted to work with games early on?
No. While I played a lot of games when I was young, making games never really crossed my mind.
For a long time, I was pretty sure I wanted to work with 3D or VFX for film. Game development was in my eyes either a) programming (read: impossibly hard) or b) boring low poly 3D modelling or sprite art. I couldn’t be more wrong. While offline 3D and VFX still interests me a lot, I’ve found plenty of challenge in game development. Knowing programming makes you better at a lot of other things as well, and 3D modelling for games has its own set of unique challenges that you’ll never stop learning from.

Some really great tips here!

What is your top three video games?
Journey, Might and Magic VI, Final Fantasy X, Cave Story, Wipeout 3, Dishonored, Zelda: Link’s Awakening. Oh, you said 3… I’ll stop now.

Oh, it’s fine. Few of the others could stick to three as well. Krillbite Studio is the team that don’t want to be stopped by numbers. Either that or we can’t count.

What is your dream video game project?
This is where I have to say Mosaic, right? 😀

Yes, and you have to smile and show thumbs up and give a link to where you sign up.

What are your favourite things to work on?
My two favourite things are shaders and workflow tools. Shaders are fun because they can be bent and twisted to become pretty much whatever you want (or didn’t know you wanted), and there’s so much to learn about how to use them to their potential.

Workflow tool scripting, whether it’s in Unity, Blender, Photoshop, or just a generic python script, is great because the scripts are small and focused, tailored to fix specific issues that I have. They’re usually pretty quick to make and immediately useful. The downside is that I’ve become somewhat allergic to “manual labour”. If I have to do the same thing more than ten times, I’ll probably try to whip up a script to do it for me. The more scripts you write, the faster you get to the point where you’re actually saving time because of it, but it’s always a tradeoff.  You can use this handy overview for reference: 

This is from

Manual labour you say.. I have some ideas for some scripts to make.

What is your fondest memory from Krillbite Studio?
That would be when we successfully completing our Kickstarter campaign. That was a period of very intense work that ended up paying off! Late nights, short deadlines, new challenges.

His face gets pale and we figure it’s time to pull out some kittens from the Internet.

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