- Santa's Helper
New team, new friends, new ENGINE!!!
- It was time for round two of Game Development. I hopped into the first team that had a solidified idea, made sense to me. If they know what they want, that's half the pre-production done already! It allowed artists (all four of us) to go straight into concepting! Was a good, comfy experience. So the theme of the game was christmas, and our hero... THE BEAR!!! Basically, you're the family's bear, and you protect their home on Christmas Eve from evil toys that spawn from the presents under the tree (Santa's elves screwed up!).
- Pre-Production went a little differently for me this time. Previously I focused on research to aid us and documentation. This time around I was of the impression we weren't using any bizarre effects of any kind, so I did what a good boy oughta' and hopped into concept art! It was my first time actually aiming to acheive concept art of any quality. I'd literally never given it a go before in my life.
- I modelled characters and table props and laid down the base lighting which Joelle later added to. There was no support for normal maps in this engine and the lighting wasn't the best so It came to be that baking light and bump information in maya was the best option.
- In all honesty, the project came down to being another learning curve. I lost time on producing normal maps that we later found couldn't be used. but alot of the assets I modeled didn't make it into the game in the end. As a team I think we've all learnt for sure now to be very cautious when talking about game functionality and setting the workload for our entire team. Although alot of our difficulties came down to learning a new engine, but that's to be expected whenever you use a new engine... right?