The vertical slice part of our production has been a valuable learning experience. There are plenty of lessons we took from Rapid prototyping into the vertical slice which helped the process along. For me Vertical Slice was a challenging problem. I was designing a level around certain mechanics for movement and grappling that was based in a narrative story arch we came up with. At first this meant I was making modular pieces for a Prison level. These modular pieces and their scaling was the first hurdle to cross. Narrative is extremely difficult to nail down. Im not a writer and therefore trying to make a story work in the context of a level proved to be a time consuming process. I made ALOT of props ( both static and animated ) as well as modular pieces and hero pieces to tie rooms together. In the end alot of these werent used since our final level changed. The changes came mainly from a big change in direction for our Grappling mechanics. Moving from physics based to animation helped us fix alot of issues, but it also took a long time and many iterations to get to it. The same for basic movement and jumping. We actually iterated a few times before we found our current systems to work the way we wanted. They still arent perfect but by the time we had them we needed to quickly build a level. The level reflects this. Its a great playground to show our game as a Vertical slice , but not a complete level in a narrative sense. I worked on alot of texturing in the last 2 weeks. This gave me time to get a really quick substance designer and painter workflow. This will be greatly useful for production next semester. UI workflow as per previous projects was quick and simple since ive been the UI designer for every project we have done. In the last week ive just been polishing and testing stuff. I also started on the presentation. Vertical slice felt a bit more like prototyping at times. Since we spent so much time iterating on movement and grappling. Its was fortunate that we had Prefabs for the AI and other functions/mechanics so working with them was easy and adjustments were simple to implement once we had movement finished. I had hoped to flesh out the narrative and level design more, but we did the best we could in the time we had. https://media.giphy.com/media/3ohzdI9x9biPJYwxaM/giphy.gif
0 Comments
Leave a Reply. |
AuthorContrary Scholars ArchivesCategories
All
|