Today we did the final touch ups for the game, got all of the documentation in order, and packaged it up. I redid the prison pipes textures last night, and have now implemented them in the game. The old pipes were far too realistic-looking, with rust, and old paint all over them, and they really didn’t fit. Since they are quite abundant in the level, I thought it would be worth while redoing them for vertical slice. The result is a nice, clean PBR texture, with a hand painted coat to make them more cartoony. With everything I’ve made implemented into the game, I focused on the GDD this morning. With a bit of spare time, I took some screenshots of the game, to give examples of the textures. Now that we have a pipeline for every aspect of the game, and now that we have all of the building blocks we need to create levels, I'm really exited about the next stage of development. I think things will be a lot quicker from this point on, and we can really focus on the level desings, which are really the most important thing. One thing I still need to work on is my documentation. I took a very relaxed approach to Hack n' Plan, and going forward I want to make sure that I update and log my work every day. Creating the textures for the game has been really fun. Texturing both the character and most of the environment , I've really learned a lot, and have even added some software to my skillset. Going forward, I want to develop my texturing skill set further, with an emphasis on environmental modelling and texturing.
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