Individual objectives and goals
Concept Development/Analysis Phase
Game Pitch
Here are slides from my game idea pitch.
Here are slides from my game idea pitch.
Presentation review and Feedback:
https://onedrive.live.com/redir?resid=997994F2FEDFC0B%211307
Interview Process
Being a 3D modeler entails creating and build models from objects like cars or a gun to a character in an adventure game so they can be animated or placed in the game.
resume:
https://onedrive.live.com/redir?resid=997994F2FEDFC0B%211289
Interview review and feedback:
https://onedrive.live.com/redir?resid=997994F2FEDFC0B%211290
Interview review and feedback:
https://onedrive.live.com/redir?resid=997994F2FEDFC0B%211290
Individual Role and Responsibilities
My role during the production of Courage will be modeler this involves modeling and texturing characters and enemies for the game but also assets to be used in the level. This could be anything from a barrel to a bookshelf and these models are placed in the level to make the environment more realistic and lived in which is important for the gaming experience. The models that are animated is what I have to focus on the most since if there is a problem with the model because of how it was modeled then this ends up causing trouble for the animator who has to animate a model that won't respond to command ,acts funny or the model itself become deformed. Making sure that when modeling I avoid causing these mistakes to save time later down the track.
Design and Development
Initial game design
We held regular scrum meetings on Monday and Wednesday and had smaller meetings through out the day in case we needed to collaborate with each other on game design changes or if we needed to add an element to the game for better gameplay. We also used an online program called pivotal tracker to track and organise jobs to be completed by the team for the game.
During the initial design of the game and our first meeting as a team we went over different concepts for the game that we would like to implement into the game. One concept that I put forward was having the game in black and white or grey scale like from the game 'Limbo'.
When we brought forward these ideas to the staff there was some concern in if we could get all of the ideas done with only one coder and it was advised bringing back some of the ideas for the necessary time frame that we had or just cutting them out all together. So we changed or simplify our concepts for the game so we could have them in the final game, so my idea was later changed to having the hero of the game in black and white instead this works better making the character a bleak contrast to the dark world he is trapped in.
During the production of the game we had weekly scrum meetings on Monday and Wednesday to talk about tasks that need to be done and tasks that we finished and were happy with the final product. To keep track of these tasks we used a website called pivotal tracker which help organize who was doing what task and uploading the finished product to the site so anyone on the team could download it to make edits or if they needed to use it for their own tasks. Below I have added screenshots form pivotal track showing some of my tasks (They have the blue mark next to them) to show my work that I did for the project.
Game design and production – Prototype review
My role during the production of Courage will be modeler this involves modeling and texturing characters and enemies for the game but also assets to be used in the level. This could be anything from a barrel to a bookshelf and these models are placed in the level to make the environment more realistic and lived in which is important for the gaming experience. The models that are animated is what I have to focus on the most since if there is a problem with the model because of how it was modeled then this ends up causing trouble for the animator who has to animate a model that won't respond to command ,acts funny or the model itself become deformed. Making sure that when modeling I avoid causing these mistakes to save time later down the track.
Design and Development
Initial game design
During the initial design of the game and our first meeting as a team we went over different concepts for the game that we would like to implement into the game. One concept that I put forward was having the game in black and white or grey scale like from the game 'Limbo'.
When we brought forward these ideas to the staff there was some concern in if we could get all of the ideas done with only one coder and it was advised bringing back some of the ideas for the necessary time frame that we had or just cutting them out all together. So we changed or simplify our concepts for the game so we could have them in the final game, so my idea was later changed to having the hero of the game in black and white instead this works better making the character a bleak contrast to the dark world he is trapped in.
Task Allocation and Production Scheduling
Here is a list of task that I have to complete from the initial design to prototype demonstration
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| Bat Model |
- Completing Bat model (Enemy)
- Model Main Character
- Bone Bat model for animating
- Model Door (Exit for levels)
- Texture Bat model
- Model clothes for character then texture
- Model Trapped characters
Game Production
During production of the game there were major tasks that needed to be completed. My character model was one such task in which I had to model a character for the game to be used by the player this involved modeling the character, clothes for him to wear and texture him and rig him for animation so he can be placed in the game. I also had to do this for the Bat model in which I made the model textured it and rigged for animation which I did, I also had to fix animations on the other enemy models because of compilations that arouse.
During the production I had to spend time researching rigging and the simplest way going about it while getting the best results making it as accessible for animating the model. Another area I spent time researching was modeling clothing and hair for the main character model to have our character be more apart of the world we created with for our game, and it all came together with learning more about UV maps and how to use them which in turn gave life to our character.
There have been problems while producing the game one was that we as a team weren't communicating enough and this was brought up by our coder Lachie and since then we started having two scrum meetings a week and made sure that the team is together as much as possible so we can ask each other questions and make sure that everyone knows where we are in the production schedule and where we should be so every one stays on track.
The biggest part of the production has been participation and the relationships with other team members and I have been lucky to have a chance to do a bit of everything during the making of 'Courage', while my main role has been modeler I have made a few levels and got the chance to edit some music and sound effects for our game so I have gotten to participated in different areas which has been a great experience. As for the relationships I have with the other team members I have work with and know most of them while this is the first time that I have worked with Lachie and Lucas I was happy to see how well Lachie took to working with the rest of use and his input has been important to the team working so well. Sadly I haven't seen Lucas as much as I would like and haven't really gotten to know him since he hasn't been in much but luckily it hasn't really affected our work and we as a team have pressed on. As I stated above the we had the issue of not talking enough as a team but that has been fixed, There is also the problem of Lucas not contacting us to inform us of his work or posting it to pivotal tracker I am hoping he will be in so we can talk about what happened but until then there is nothing that I can do then wait for his response.
During the production of the game we had weekly scrum meetings on Monday and Wednesday to talk about tasks that need to be done and tasks that we finished and were happy with the final product. To keep track of these tasks we used a website called pivotal tracker which help organize who was doing what task and uploading the finished product to the site so anyone on the team could download it to make edits or if they needed to use it for their own tasks. Below I have added screenshots form pivotal track showing some of my tasks (They have the blue mark next to them) to show my work that I did for the project.
Game design and production – Prototype review
During the prototype presentation we received feedback for our prototype game and it was mostly positive we had the main gamplay elements and a level to show how the game would play. As the modeler I had the Bat model completed and it was in the prototype as well sadly I didn't have the main character completed to be in the presentation to show him off but for a prototype we had plenty of the main elements and I was happy for that.
An area where the prototype did not meet the designed level of functionality came from my Bat model and it's animations which was not working properly during the presentation.
Presentation and Promotion
Presentation
My role during the exhibition will mostly be talking to guests that play our game gaining insight on how they felt playing the game and what they thought should have been added or changed.
Promotion
We have decided that along with printing simple posters to place around to promote our game, I will go about printing off a larger matte poster to have at the entrance of where we will have the game playable. The matte poster will be ether the title of the game or our main character of the game.
We have decided that along with printing simple posters to place around to promote our game, I will go about printing off a larger matte poster to have at the entrance of where we will have the game playable. The matte poster will be ether the title of the game or our main character of the game.
Final
Exhibition















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