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@ -46,7 +46,7 @@ We also found a couple of platforms that were missing textures, which were hard
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From an artist’s perspective, there are things we would have done differently to improve the entire process. Although previously mentioned in prior project logs, we would have liked to have utilized 3D modeling software to create the rooms and capillaries for our level (*Daniel Noel, Brigitte Rollain, Jenji Sayre*). We then could have imported those models into Unreal Engine after the gray blocking had been completed by the level designers (*Joe Rafferty*). Unreal Engine’s editor tools are somewhat limited, and our level designers had to spend a lot of time sculpting the rooms and working out issues in the capillaries (*Daniel Noel, Brigitte Rollain*). Had we used this approach it would have alleviated a lot of the stress from the level designers and allowed them to focus more on the placement of objects within the level and aesthetics of the overall design (*Group Decision*).
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From an artist’s perspective, there are things we would have done differently to improve the entire process. Although previously mentioned in prior project logs, we would have liked to have utilized 3D modeling software to create the rooms and capillaries for our level (*Daniel Noel, Brigitte Rollain, Jenji Sayre*). We then could have imported those models into Unreal Engine after the gray blocking had been completed by the level designers (*Joe Rafferty*). Unreal Engine’s editor tools are somewhat limited, and our level designers had to spend a lot of time sculpting the rooms and working out issues in the capillaries (*Daniel Noel, Brigitte Rollain*). Had we used this approach it would have alleviated a lot of the stress from the level designers and allowed them to focus more on the placement of objects within the level and aesthetics of the overall design (*Group Decision*).
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Level designers also noted that it would have been a more pleasurable experience if we had worked together to create more specific blueprints or drawings outlining what we envisioned the level to look like (*Daniel Noel, Brigitte Rollain*). We did have some initial drawings done up, but they were very minimalistic and did not provide enough information outside of the general shape of the rooms. Because we did not do this, we found ourselves discussing the details of each room and where we wanted the capillaries placed in between them during the same week we had to do alpha testing (*Group Decision*). This was not ideal and put a lot of stress on the level design work (*Daniel Noel, Brigitte Rollain*).
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Level designers also noted that it would have been a more pleasurable experience if we had worked together to create more specific blueprints or drawings outlining what we envisioned the level to look like (*Daniel Noel, Brigitte Rollain*). We did have some initial drawings done up, but they were very minimalistic and did not provide enough information outside of the general shape of the rooms. Because we failed to do this, we found ourselves discussing the details of each room and where we wanted the capillaries placed in between them during the same week we had to do alpha testing (*Group Decision*). This was not ideal and put a lot of stress on the level design work (*Daniel Noel, Brigitte Rollain*).
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UI design noted that it would have been beneficial to have paid closer attention to the actual scale that the UI programming needed assets to be (*Kylie Nencetty*). Thankfully, UI design had created assets that were larger and could be scaled down easily, but some of the details were lost due to this (*Kylie Nencetty*). It would have been better to create assets that were already scaled for the UI to alleviate the extra work put on the programming side when integrating the assets into the game (*Kylie Nencetty, Joe Rafferty*). It also would have resolved an issue where the menu screen has a bit of a stretched look on the red button detailing on the sides of the screen (*Kylie Nencetty, Joe Rafferty*).
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UI design noted that it would have been beneficial to have paid closer attention to the actual scale that the UI programming needed assets to be (*Kylie Nencetty*). Thankfully, UI design had created assets that were larger and could be scaled down easily, but some of the details were lost due to this (*Kylie Nencetty*). It would have been better to create assets that were already scaled for the UI to alleviate the extra work put on the programming side when integrating the assets into the game (*Kylie Nencetty, Joe Rafferty*). It also would have resolved an issue where the menu screen has a bit of a stretched look on the red button detailing on the sides of the screen (*Kylie Nencetty, Joe Rafferty*).
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