From dd47d5507925bf7d4627794ff240975eec3acc5f Mon Sep 17 00:00:00 2001 From: kylienencetty Date: Sun, 4 Feb 2024 19:26:31 +0000 Subject: [PATCH] Edited online --- Module 4-2 Project Log: Team Reflection.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Module 4-2 Project Log: Team Reflection.md b/Module 4-2 Project Log: Team Reflection.md index 602dd12..b819a46 100644 --- a/Module 4-2 Project Log: Team Reflection.md +++ b/Module 4-2 Project Log: Team Reflection.md @@ -61,4 +61,4 @@ We also had a slight issue when attempting to import a rigged model from Blender ## **How did the team approach to the initial analysis of the game design document contribute to the decision to use these tools and techniques?** ## -While analyzing the game design document, the team decided it was best for everyone to explain what tools and techniques they had previous experience in and were most comfortable using (*Group Decision*). This was also how we were able to break down our tasks and decide who would fit best in each role. It was decided as a team that we would be using Unreal Engine’s blueprints for the programming (*Joe Rafferty*). This decision was made because the lead programmer felt most comfortable using blueprints, and not everyone in the team was familiar with C++. Because all the team had programming experience using Unreal Engine blueprints, we felt that this was the best tool to use to ensure that if anyone were to help with programming, they would be able to understand what had previously been done (Group Decision). The UI designer felt that they were most comfortable using Adobe Illustrator to create vector images, as they had successfully created vectors in the past using this software (*Kylie Nencetty*). The rest of the team agreed that they preferred using Adobe Illustrator over software such as Adobe Photoshop (*Group Decision*). The lead artist explained that they have experience modeling in Blender and thought this tool would be easier to utilize than the Unreal Engine tools for modeling of the in-game assets (*Jenji Sayre*). Because our programmer felt comfortable importing from another modeling software into Unreal Engine, we decided to move forward with the use of Blender (*Joe Rafferty*). The level designers felt that they had experience enough to use Unreal Engine to create the level but knew that they would need to do some research into how to sculpt certain shapes (*Daniel Noel, Brigitte Rollain*). At the time, we felt that this was the best tool to sculpt and layout the level given everyone’s familiarity with Unreal Engines landscaping tools and applying materials (*Group Decision*). \ No newline at end of file +While analyzing the game design document, the team decided it was best for everyone to explain what tools and techniques they had previous experience in and were most comfortable using (*Group Decision*). This was also how we were able to break down our tasks and decide who would fit best in each role. It was decided as a team that we would be using Unreal Engine’s blueprints for the programming (*Joe Rafferty*). This decision was made because the lead programmer felt most comfortable using blueprints, and not everyone in the team was familiar with C++. Because all the team had programming experience using Unreal Engine blueprints, we felt that this was the best tool to use to ensure that if anyone were to help with programming, they would be able to understand what had previously been done (*Group Decision*). The UI designer felt that they were most comfortable using Adobe Illustrator to create vector images, as they had successfully created vectors in the past using this software (*Kylie Nencetty*). The rest of the team agreed that they preferred using Adobe Illustrator over software such as Adobe Photoshop (*Group Decision*). The lead artist explained that they have experience modeling in Blender and thought this tool would be easier to utilize than the Unreal Engine tools for modeling of the in-game assets (*Jenji Sayre*). Because our programmer felt comfortable importing from another modeling software into Unreal Engine, we decided to move forward with the use of Blender (*Joe Rafferty*). The level designers felt that they had experience enough to use Unreal Engine to create the level but knew that they would need to do some research into how to sculpt certain shapes (*Daniel Noel, Brigitte Rollain*). At the time, we felt that this was the best tool to sculpt and layout the level given everyone’s familiarity with Unreal Engines landscaping tools and applying materials (*Group Decision*). \ No newline at end of file