Death Be Thy Name - Week 4 Development Blog
- Matthew Tedder
- Apr 30, 2024
- 2 min read
Updated: May 8, 2024
Based on the fact in the week prior we established the groups GitHub page it meant that during this week I could work on implementing my preciously created assets and also continue to work on assets for the environment. Working alongside the level designer and other individuals inside of the group we comprised and discussed the different types of assets that would be required in order to preserve the design of the levels but also help push the environments design i.e. a warehouse and a mansion. As a result of this during the week I once again focused on creating assets for the game. Specifically for the first level so that the group are able to create the first working build in an environment that has some detail. Taking this onboard I decided to create a cone model (With texture) to mark out a wet area for the floor, a brick of cocaine (With texture) that can be scattered throughout both levels and also the shelf model (With texture) that will be located throughout the majority of the warehouse level.
Furthermore, this week there was a heavy focus on the implementation of assets into the main scene through GitHub. This was valuable as it enhanced my understanding of collaborate workflows and version control which at an individual level is important as it is a method that is used throughout the games industry and is something that I will need to understand. Additionally by uploading the models to the warehouse level placed inside of the design tree instead of the main branch (in which would result in the final build) it meant that there could be more experimentation in regards to placement, sizing etc.
Finally, during this week there I was involved in discussions regarding the games UI design and the art style that it would include. This is relative to this weeks community task which discussed user interface design theory and most importantly Gestalts theory. Based on the fact that the game that we are creating is a retro style boomer shooter we are taking inspiration from doom in our UI's design. a Non-Diegetic artistic User interface.
In conclusion I feel satisfied with my progress as an individual as I have learnt key skills regarding version control and collaborative working inside of Git hub, gained new knowledge regarding UI Design theory and in general made a significantly larger contribution to the project during this when in comparison to the last.
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