I had to make adjustments to the rig so I would be able to have decent animations for alpha. I also started on making more environmental assets. Although I did not need to work on those, I believe they helped our game a lot. Each environmental piece took me some time, but in the end, they do help our game. I also was able to start animations. I struggled getting decent animations. I complied a list of things that need to change. I’ve done more than usual, but I’ve done so little in comparison to Sally. But going forward, I will have more time and no excuses for how much work I get done. Here are some of my things and scroll down all the way for my pros and cons!
Pros:
We are in an okay state for Alpha Going forward, I know what needs to change for our rig. I know what needs to be changed for our dragon. I know what I want for a dragon animation and how I can get there. I just need more than one week to do it. NO MORE PRODUCTION HEAVY CLASSES! SPROJ GETS ALL MY ATTENTION NOW! Just like the clingy boyfriend I never wanted. Con: Our rig will most likely be completely redone. But that was inevitable since I was able to figure out what needs to be adjusted on our dragon proportion-wise. I am terrified that the process for me to get the new dragon and rig will take 8 weeks to get to me for clean up… This was the worst Thanksgiving ever.
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The past two weeks for me has been a little slow. I have been working on environmental assets. I was able to create monoliths for our alpha. In addition to the monoliths, I made a rough terrain. I originally planned to make the terrain mostly rocks, indicating remnants of a castle with the charm of ruins. Unfortunately, as I built the scene, I realized that it looked a little too plain. To counter that, I decided to build ruins instead. I've created one of the several versions I wanted, but I do believe that in my last sprint, I will be able to have what I planned to finish. Rough animation and environmental alphas.
Ricardo almost finished an animatable rig for our game. The model and the rig will be subjected to change, thus the animation will change as well. pros: I can begin to animate. I am getting the ball rolling on my environmental side. After building rocks, I was able to push towards a better aesthetic. cons: I am a little slower than I would like to be. The animations I will make will most likely be scrapped. The past two weeks I had a really rough start. I put in less hours than I anticipated that I could. Week 6 I wanted to step in and begin on the dragon so we would only need to worry about shaping. So I pushed aside the environment and was able to help create a really rough base of our dragon with the right topology. The loops form around the eyes for blinking, the snout will be able to deform right, as well as the legs. Topology was my main concern. Shaping will be Riley’s task. This week I’ve started on the environment but I’m nowhere near where I would like to be. I planned on having 3 rough environment assets done and to be able to dive into substance painter and figure out a basic texture map for one of the 3 assets. I even don’t have one rough environmental asset complete. However, I found a set schedule where I can sit in the labs for the next 4 to 5 weeks for sProj. I will also be able to squeeze in at least 30 hours this week as well! I set deadlines to get the totems, 3 assets, and the texture guide done!!! No excuses, if I don’t get them done, then fail me while I’m behind! But please don’t.
Since I started on the environment, I am slowly getting a better grasp on how I need to model, which is much different than I’m used to. I know how long it will take to get done so I should be in decent shape by Friday, and caught up by Sunday. Pros: - I know how long it will take to get my stuff done. But I need to make the time to get it done. - The Dragon topology is done. Cons: - I spent a while on the dragon in zbrush, but in the end I ran into too many issues and redid it in Maya - Not enough time spent on project - Time spent on project not well spent During the past few weeks, I took a step back from concepting the environment. A huge critique we got during our second presentation is that we had too much art for a graybox and not enough mechanics. We met as a group to try and figure out what our gameplay will be like and to make sure we are all able to understand our own game.
I did create some general art to keep things moving along so that we would understand how we can be more cohesive with our style. I’ve created some art of enemies, totems, and color concepts as well. The enemies will be smaller than the humans. The totems will reflect our characters’ personality. We are also striving for a more vibrant environment as opposed to a darker one. Pros: We are finally able to push forward to a more developed game that may work. Although our art styles may vary, we are coming up with a game style that is more cohesive in concept. We also are not wasting time on things like the environment concept until we understand and settle on a game scale. I also got a cat. His name is Kopi. He is keeping me sane. Cons: We created a paper prototype but a lot of our game mechanics need to be built on an alpha. Things need to change and based on our mechanics, our art with push in different directions. Aren't pictures worth a thousand words? If you count my two of many concepts, I have already given at least two thousand words. However, I shall overachieve and give two hundred fifty more. During week two I worked on color studies for our game. Dark and Light areas to see what fit most. I was thinking of creating more dark environments for the humans and lighter environments for the dragons. There would be large and steep areas that the dragon’s flight would be required and the human would have difficulty exploring. There would also be smaller areas that the dragon could not explore. Sadly we had to scrap the environment due to scale. Now we are working with mostly the same ideas but on a much smaller scale. Unfortunately thanks to my art, the professors misunderstood that the game will be much bigger than we planned. However it was not until after I created these that my team had decided to downscale our game. But I guess this is not all bad. Thanks to the misunderstanding, we are currently trying to develop a way to make our game less “bland.” The good that came out of our critique is that we were able to make our style more unique through our new character design. Instead of skin, we decided to give our character smoke or a cracked shell for skin. It adds to our new narrative as well. The next upcoming week I will be working on enemy design, new environments and whatever else that may come my way. Pros: New original game with more unique art. Cons: I spent a week on art that is being scrapped. See you next week.
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