In the final week, I made lots of rendered/screenshot images for the final presentation. I checked all the colliders in our scenes and fixed the problematic colliders. Because the mesh colliders didn’t work for us. So I needed to double check every single object and fixed the objects with mesh colliders. Then I added masses for every object which can move in our game. Besides, I play-tested our game and gave some feedback about the controlling scheme, bugs and so on.
- Checked all the objects and fixed the colliders (1.5 hours)
- Add masses to each object (1 hour)
- Screenshot images for final presentation (2.5 hours)
- Meeting (1 hour)
POSITIVES:
Finally, our game is done and we have a playable game now. Everything is kind of within schedule. We finished all the art assets before week 10. Then we did some revision and also added some extra stuffs to our scene, for example, the Ambient Occlusion, fridge tags… Then I went to help others’ works. I also acted as a play-tester to provide feedback to the programmer. All of these are good to our team.
NEGATIVES:
The game is still not too good to play. I mean the balance, the control scheme, the lighting… all have room to be improved. There are also some little bugs needed to be fixed. However, we only have one fully-functioning programmer. The production time is only around 8 weeks. So It is acceptable for us to have a game like this.
WHAT HAVE I LEARNED?
In this class, I acted as an artist in our group project. My main work focused on building models, rigging character, painting textures, creating different shaders, and some other designing works. I practiced my modeling skills even though the furnitures are all hard-edge models which are kind of easy to build. I also learned a little bit organic modeling which is about the sleepyhead. Unfortunately, we didn’t use my model in the final. But at lease, I provide the basic shape, structure and rough geometry for the real model. Then I reinforced my rigging skills, which made me learned a lot on rigging a human. Also I helped other members to do work. Such as fixing colliders, researching on adding Ambient Occlusion and taking screenshots. They are not extremely easy. For example, if I want to take a screenshot of the “sleepy swatting”, I need to drag the prefab to our scene, arrange the sleepy is correct place (lighting condition), and make it in swatting pose. Then I can take screenshot. After that, I still need to go to Photoshop to edit the picture a little bit. But anyway, as an artist, I learned a lot from this project.
WHAT WOULD I HAVE DONE DIFFERENTLY?
If I had experience on organic modeling, we would save plenty of time though. Because I spent around 10 hours on modeling the sleepyhead and revising it. But the final result seemed still bad. So others had to remodel it. Also, if I was more proficient on rigging a human character, I would go to get more work done in advance. Because I watched several tutorials to warm myself up about the process of rigging a human. It is been a while for me to rig again. And if I acted more actively, I probably would get into design team and help promote our game. But anyway, I got enough time for our project in this quarter. I am kind of satisfied with my work~