Friday, 22 April 2016

Week 4 Collaborative Game Summary! (Week 25)

Development:

After the Easter break was over I returned to my concept pieces, I had handed over all my asset sheets before the holidays so the only piece left to do was the last vehicle design.  I started with the initial sketch, then going for a more darker metal colour than the last design adding shadows and highlights onto the booster engines. Next I began adding dirt and grunge patches to the vehicle to give it age, at the same time adjust the shape on the bonnet as it didn't look good when the canvas was flipped.  Using the images I found I looked at how I could make the car look better by sharpening the edges and adding a metal exoskeleton around the doors.  After talking to fellow students about how to improve it, one of them suggested racing stripes to give it something more, so I added some orange stripes to give its colour design something different, next up I added some dirt and scratches to give the paint job it's age.  Next adding more dirt and weathering on the underside of the car, as well as where the exoskeleton is.  I intended to make the windows brighter so they would stand out, but it wasn't working like, another student suggest using a hue/saturation layer, I used it on the examples to see how bright I should go and changed the windscreen colour from a dark blue to a blueish white.  At this point the vehicle was nearly done, I fiddled around with the layer setting on some to make the vehicle seem more dirty and darker, before finally adding in the neon lights under the car and adding some bonus neon headlights to finish the piece.  Now that I had finished my concept pieces, I turned my focus to helping out Matt with any 3D problems.












Finished piece, completed on the Wednesday, while it was slower than the last piece, this ultimately looks better than the last one.

UI:

Once I had finished my vehicle, I consulted with my team and team leader on what was left to do on the 2D side of work, where I found out that that Alex who was in charge of UI for the game hadn't even started on his work yet.  So to help out, using dafont.com, I creating some UI text that would be optional for going in the game.  Coincidentally the day after I posted this on the group page, Alex started doing UI work. 



Environment:

While waiting for Matt to come in and give me a copy of his game files, because his dropbox was acting up, I found out that our environment artist had only done one piece of work and was not what the team was looking for, so to help him along I decided to create a photobash environment piece that would serve as background filler to make the environment look busy.

After gathering my research and looking at some tutorials on YouTube, I began to bash out a city, quickly repeating the photos and putting the major tower's I want to be the main focus of the piece.  Adding clouds to give it effect, which I felt at the moment was in the way of my process so I removed them for now. 








After speaking with one of the third year's to see if I was going in the right direction, I needed to consider what the composition would be, which direction was the lighting coming from, what would the audience be drawn to first.  So I looked at the composition presentation session we had before the holidays, and put in a golden spiral, to see how I could go to the next step, after that I planned that the light would come from the right, and the crosses would stand for neon billboards to stand out.  Adjusting the lighting and fiddling the sky's colour to give it more of a dystopian city vibe, at that point this piece was put on hold by receiving the game files to work on, and getting the game mechanics and blueprints working is top priority now.



Currently where I am with this piece.

Unreal Blueprints:

Finally at the end of the week, I was able to receive a copy of the files for our game, after opening it up I immediately decided that the current blueprints in the video below where usable and awful, so I restarted the game design from scratch.  




I decided to use the level layout Matt had already made for the game as it was good for testing the vehicle mechanics I intended to look into, thanks to a friend's advice I quickly realised that using a basic sphere and attaching the car mesh above it, I could use the add add force blueprint to help the car gain speed while rolling downhill, that was the first major mechanic out of the way, I quickly implemented a start menu and the video below shows the first days process.









Team Logo & Name:

While discussing overall progress of the workflow, Georgia our team leader was complaining that half the group isn't putting in the effort and producing bare minimum results, and she described the group as "A Bunch Of Monkeys".  That gave me an idea about our team name and logo as it was still undecided at the time, so that evening I quickly drew this up and it became our official team logo and name.  



Strengths & Weaknesses:

My overall strengths this week around was the fact that I was able to get better experience at drawing my concept piece and it being the best piece in my opinion, I was able to answer a major problem Matt had been having with the game in half an hour and thanks to Georgia's quote was able to design and come up with the team name and logo.

The weaknesses this week was the fact that I was struggling to get the next blueprint working and am worried about with the time left and how I will be able to fix what has been left for me.  Also I'm getting rather annoyed by the fact that the majority of our group barely come in to work on the project, and the fact that their work is bare minimum and in terms of progress will likely have a small amount of work to show.

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