Last week I did not contribute very much to the project since the art production has been finished. I pushed all the changes to the master file, such as the textures of paintings and adding magnets and stickers to the scene . In addition, Ning and I are also responsible for taking screenshots in the game, so Anna can use it in the final presentations.
- Meeting ( 1 hour )
- Taking screenshots ( 1.5 hour )
POSITIVE
Thanks to our programmer Joe, now we have a functional game and the networking is working fine. On the visual side, the GUI looks cartoony and cute, which matches perfectly with the story of our game. So overall it has been a great experience for me and I’ve learnt a lot from all of the rest team mates.
NEGATIVE
I think what is missing in our team is a concept artist who can help design the basic looks of our game, including the environments. So everything in the game could be consistent visually.
WHAT DID I LEARNED FROM THE EXPERIENCE?
The first thing I learned from this experience is the ways of modeling in games. Honestly speaking, it’s my second group project of making a game. When I’m modeling for animations, I usually model those assets as more detailed as possible. While in games, when assets do not have to be that high-poly, there are some cheating methods that I can use to model objects. For example, instead of modeling the individual stitching on baseballs, I can just use a texture and a normal map. By doing that, I can speed up producing the assets. SCRUM is another thing I learned from this experience, which I’ve never heard before. But it turns out to be really useful in a group project. By SCRUMing, we can get everyone on the same page, and communicate better as a group.