We challenged green light this week, and we seem to be progressing nicely. Nicely, but slow. As a team we should be able to start testing this week which makes me excited. For the mean time i have just been continuing to make concepts and 3d concepts for modular pieces and set pieces.
This has been a good exercise for me I'm creating things that wouldn't normally come to mind, and i'm hoping some of it can be put into game later on. At least making 3d concepts can help me later on this week.
I need to get feedback from Chris, Evan and Gilly. This will show me where i need to take my contribution to the art.
Thats all i really have for this week.
-Mike out
Friday, January 31, 2014
Friday, January 24, 2014
Week 3
So this week we have been focusing on contextualizing our game, and my task has been to continue concepting throughout the week. Were continuing to evolve our game to make it as interesting visually as we can. We seem to be on the track of adding more particle effects, and collectibles to create more interactions in the world.
For the concepts I have been trying different worlds, and puzzles as well as concepting in a 3d space. I am also going to start working closer with the designers for my two levels. This will give me an asset list, and more pieces to concept out. It will be good to get a lot more work on my plate. I have been having a hard time creating work for myself to do.
The particle effects, and collectibles should bring more visual interest to the path the player is on. Smashing through crystals will create a particle effect that the player will collect. This will be cool to look at visually, and i feel that it will bring us closer to the lacking Ah-hah moments we've been striving for. The collectibles also adds just a little bit more to the completion and mastery aspects of the game that we are looking to achieve. Both of these items are things that need to be tested still.
I have to say i like where the team, and the game are progressing. It will be good to get everything we have in engine to start busting out levels once greenlight is completed.
Thats all I got for this week.
For the concepts I have been trying different worlds, and puzzles as well as concepting in a 3d space. I am also going to start working closer with the designers for my two levels. This will give me an asset list, and more pieces to concept out. It will be good to get a lot more work on my plate. I have been having a hard time creating work for myself to do.
The particle effects, and collectibles should bring more visual interest to the path the player is on. Smashing through crystals will create a particle effect that the player will collect. This will be cool to look at visually, and i feel that it will bring us closer to the lacking Ah-hah moments we've been striving for. The collectibles also adds just a little bit more to the completion and mastery aspects of the game that we are looking to achieve. Both of these items are things that need to be tested still.
I have to say i like where the team, and the game are progressing. It will be good to get everything we have in engine to start busting out levels once greenlight is completed.
Thats all I got for this week.
Thursday, January 16, 2014
Week 2
So we had our first real critique as a full team this week, and it is apparent that we still have some work to do as a team. We have a lot of exploring and growing to do with VXT. I'm sure that when we find the last few pieces of the puzzle we're going to almost feel stupid because we didn't think of it earlier. That's usually how I feel when I figure our a simple solution that was right in front of me the whole time.
Over the past week i have been creating various concepts for our bioms. This has been an interesting process so far. I'm trying to stretch my creativity, and come up with ridiculous ideas for levels. Such as an Indiana Jones style roller coaster-esque level in a cave full of colorful crystals. Said crystals would be the raw form of what the player can stick to. Now its time to collaborate more with the designers so we can hit the ground running. In the mean time the art department has a bit more concepting to complete along with creating a modularity system for all of us to use. It'll just make it easier in the long run.
I'm ready to start actually working. I'm not a fan of wasting time like this. Oh well. Soon enough.
-Mike V Signing off for this week.
Over the past week i have been creating various concepts for our bioms. This has been an interesting process so far. I'm trying to stretch my creativity, and come up with ridiculous ideas for levels. Such as an Indiana Jones style roller coaster-esque level in a cave full of colorful crystals. Said crystals would be the raw form of what the player can stick to. Now its time to collaborate more with the designers so we can hit the ground running. In the mean time the art department has a bit more concepting to complete along with creating a modularity system for all of us to use. It'll just make it easier in the long run.
I'm ready to start actually working. I'm not a fan of wasting time like this. Oh well. Soon enough.
-Mike V Signing off for this week.
Thursday, January 9, 2014
Second Semester Post 1
Well its the beginning of the semester, and it is syllabus week. That means everyone is still lazy, and no one really knows what to do. To start off my work with the new team I created some concepts on how i want to revamp the game, and the environment specifically. I am going to keep working on this until our team meeting on Saturday. I'm hoping that we can all work together and come up with a great plan for the semester. I'm hopeful, and excited for this semester.
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