Thursday, March 13, 2014

Winter 2014 Week 10

Wow!  I am really happy with the progress of our Beta build!  Some of the things that we need to work on is more mechanical and game play with how Lumi is used as a sidekick for Shim, but overall, we are definitely headed to a good start for our game development of Dissonance.  One of the things that I worked on this week was terrain.  Again, terrain was something that I had a challenge with at the beginning because I hadn't used to pipeline before.  My second attempt at creating the Terrain was much simpler and didn't take as much time because I knew what I was doing.  Overall here is chapter 2 where my progress of the level of chapter 2 is laid out with assets.  I went in and had to tweak a lot of lighting to make some of the assets stand out because of the whole concept of real "darkness" would get rid of the beautiful art that the group created.  Here I have used red light as a contrast and also red usually signifies danger.  I could tone down the light a little bit, but for now, this is so you can see the models themselves in the game.  The camera is not the game camera, but instead just a zoomed in camera in the unity edit mode.

I was able to go back into Unity and really get hands on into the Unity pipeline again.  This became really helpful when Alex didn't have time to go in and implement prefabs and other assets into the scene.

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Sunday, March 9, 2014

Winter 2014 Week 9

With finals coming up, a lot of the production has been trying its best to fill the beta build with it's most content as possible.  Here are the props that I textured.  Some of the minor props were created by Olsen and then I textured.  The theme of the second chapter of the beach level is bones, so we went with fish bones and wood sculptures of sea creatures.   One of the things that we are missing from chapter 2 is the terrain, which I will be able to get started this week, but not finish for beta.  Because our map is extending and becoming longer, I have to come up with a documentation of building modular terrain pieces for the level design to use for now and future maps.  Most likely they will have the same mesh, but replaced with different terrain textures so I won't have to keep rebuilding meshes unless it is necessary.  I spent a lot of my time this week going in and cleaning up the Unity Scene.  For my next post, I will be posting about my terrain building process for modular building.  I think this will be something fun and enlightening for me to do because modular building is not the easiest thing to do when working with terrain and structures.

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Monday, March 3, 2014

Winter 2014 Week 8

This week was really crazy, so I haven't been fully focused on the new models.  I finished all the models, but they haven't been UVed yet, which is ok because that will take only a couple of hours.  Once I get Alex's chapter 2 level design, I will start making modular terrain pieces that we will be able to use for the platform.  I will be taking this week to fully focus on UV mapping and finishing textures during the weekend.  Even though the asset list is finished, we will have to add so much more puzzle elements that aren't established yet.