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Showing posts from June, 2018

Agile Scrum

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Unit 5 Reflection

The main problems we faced during this unit were mostly down to time management, unlike the last two units, the time we spent on the project was considerably less due to personal issues and problems we faced while creating the level. This made it so we didn't have the means or time to do character animation like we wanted to and doing things like implementing the character and detailing the level further. Although I think the level looks great and I think given the time we had, we did really well to get it looking the way we did and really capturing the theme and atmosphere we wanted to achieve, I think we could have used lighter assets and particles so that the level would run a lot smoother and I could have avoided the problems with the sequencer and meshes, giving me more time to try and implement our character and maybe even further development on the rabbit NPC we wanted. Although the mesh we found is a good placeholder I think we could work on it. I am happy to have work...

The Level

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The level is the part of the project that I am focusing on. We decided early in the project that I would be in charge of the overall design of the level and what packs we would use to populate said level. Since I have done levels like this one in the past with me creating a haunted house for an older unit, I think this style of atmosphere is perfect for me and lighting is something I have had a lot of practice in so it would be easy for me to fall into. To start the level off, we used the Unreal Advanced Village Pack on the Unreal store and placed the assets generally around the map in order to set the foundation of the level to work on. Once the main assets like the houses and wells were placed, we worked as a team to define the placed assets to make sure that things were in the right place for the character. Since we are using more or less the same sequencer events as our previous units, the only thing we had to be weary of what making sure assets did not interrupt the seque...

The Character

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My main focus in the project is the level creation so Emma could work on the character. I helped her with the smaller aspects of the character, advising her on design and the overall function of the character along with Uvs and rigging but Emma was in charge in creating the character. This is some of the artwork she made and the character screenshots of what she came up with. In order for the character to run correctly in the level, she decided to keep the mode very low poly and this made it easier for us to work with her and would make a better base for us to animate with.

Level Design

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For the design of the level, we want to use the same map that we used for the previous units. For the design of the level, we gathered up some references that we thought most resembled what we had in mind for the levels overall image and made these moodboards to represent our ideas. For this moodboard, we chose to show the nicer side the of forest, the green woodland that tricks the player into thinking that everything is normal and pretty before it changes near the end of the level and turns more into a horror thriller game. We decided this theme because like the films and games we referenced like Coraline, Little Nightmares and We Happy Few, they are not straight up horror themed, they slowly lead the player into unease, creating a false image at first before it gets crazy and scary. This is a theme that we really wanted to go for with this unit. This moodboard leans more towards the style and theme we want to capture with this project, this is the colo...

Pre-Production

In this unit, me and Emma will continue to further develop our prototype of our game; Project: Fog that we created in unit 2 and 3. In this unit, we will focus more on the art and design side of things since this unit does not require us to include mandatory function, we are more free to focus on showcasing the style and theme of the game rather than the gameplay in which we never really intended on creating. The main idea for this project is to make a fully working cutscene, character and level, with more attention to the level design this time. In unit 2 and 3, my level was focused more towards the function side of things and Emma was more towards the look of the level. In this unit, I want to try and move away from the function side of things and focus on making the level look nice. Continuing from our previous units, we continued to come up with some new ideas to switch up the game and make it something new and unique, this is so we could both go into the project with a new lo...