Death Be Thy Name - Week 7 Development Blog
- Matthew Tedder
- Apr 30, 2024
- 2 min read
Updated: May 8, 2024
As stated in the previous week I set myself the task of creating an enemy model in order to display my views on what they should look like and also discuss with the group to whether or not we would actually use my model based on the fact that someone was already working on some models but not necessarily reflecting the art style that we are going for (emulating low Poly PSX Games) and I felt that by using my skeleton mode as a base model type it would mean that all enemies would be similar in there looks to keep everything similar. However, the final decision was in fact to use the other models in the end to make it fair to the person who began working on the enemies. The creative process was relatively simple, Take the base model for the skeleton, re model the arms and legs to provide more substance to the body i.e. muscles etc. and extruding existing faces to create body armour for only aesthetic reasons.
Furthermore, I continued making environmental props for the mansion level. These include; a bush model (With Texture), three book models (with textures - light brown, dark brown and red) and a cash model (with texture) which could be scattered throughout both levels if further detail is needed.
If I was to evaluate this week I would say it was an average week with myself not contributing a major amount but at the same time I feel what I did do was sufficient. A point for improvement however could be my involvement and methods of discussing and pitching my ideas (which is relevant to this weeks cohort session) as I feel that if done in a more successful manner I could have better got my concerns across regarding the models not being true to PSX Style games.
Targets for next week:
talk up more and share my ideas more efficiently
begin discussing or recording audio
playtest and share feedback
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