Team Project Pre-Production: 22nd – 28th Feb

I began the week by signing up to Jira, which is a planning tool for our project. I took the time to familiarize myself with the software layout and basically checked out the sample project created by the lecturer as a sort of introduction. I considered planning out the assets by putting together a rough sketch of the ones I will be modelling and texturing. I took note of how to carefully match up my rough sketches with the reference images I am going to use to add the extra important features in. I decided to incorporate what the sketched asset would look like from the front and side views to show consistency and to give the drawing more of a 3D appearance.

I couldn’t decide on whether the treatment couch asset was going to be on wheels or have a basic leg support.

Just like with the treatment couch, I couldn’t decide on the inclusion of the wheels, since at the time, we hadn’t really thought of the in-game time setting yet. I sketched up two versions of the same asset to demonstrate how they will be presented in the game we’re making. The top image is the modern look of the hospital bed, and the image below is more of a vintage style that is present in the early 20th Century.

I wanted to make a sketch-up on the pillow asset that I was going make as a standalone asset. I was maybe thinking of having it creased to show the worn-out use of said asset and to exemplify the location of it as well.

I had drawn up a sketch of an asset that I might construct in Maya and that is the curtains that will be placed in front of the windows to really give off that vintage hospital look. I made two attempts with this one, the first sketch is the curtains as they are drawn to cover sunlight, and the second is when they are raised.

I have also put together a quick mind map of what the game is going to be like, I have included the software that me and the other 3D modelers will be using in Maya and Substance respectively while the game will be built within Unity. The playable character will be the only character in the game, with the walking simulator set in stone to be made.

I have also wrote a text note within the hospital bed asset branch and outlined the specific variants that I fancy making in Maya.

I have also done the same thing for the assets that I need to jot down for memory, like so. Here are the ones for the duvet and curtains assets

And here is the one for the pillow asset, complete with a tool I am unfamiliar with to make the pillow as accurate as possible to the reference images I have collected.

In terms of the gameplay, the game will lean heavily on the aesthetics elements, incorporating the narrative elements into the walking simulator that could create a good player experience (Hunicke, LeBlance & Zubek, 2004) Me and the team are considering focusing heavily on that idea to develop our team game. Max is possibly going to incorporate the game’s lore, leaving us to focus on our specific tasks.

How we are going to post files

I’ve contacted the rest of the team and had the idea of them using Perforce – an industry standard version control tool to manage the project and add the assets in individual. I’ve even went ahead and set up an account on the platform and familiarized myself with the main interface. Initially, that was the plan. As I listened to Max for his idea, I knew that forcing my teammates to use Perforce was not going to work, so I scrapped that idea. He wanted us to use the Files section on the teams channel on Teams for the files to be posted on, such as the assets and artwork. I’ve spoken to the module leader about this and he basically told me that it was fine. The Perforce thing was completely optional, though it could’ve a great boost for the portfolio as it was industry standard.

What the other team members are doing

To put into context, I am filling in the role of one of the 3D Artists working on Prescription Grade Spooks along with Jack, Kameron and Ben. Jack volunteered to construct the environment, including the level in which the game is going to reside in while me and the other artists agreed to make the assets. Tony has put himself in the shoes of the 2D role, making the sketches and designs of the hospital setting and promotional artwork and Max is the one and only scripter of the game, adding in the code to make the game function within our vision.


Comments

Leave a Reply

Your email address will not be published. Required fields are marked *