Thursday, November 29, 2012

Attraction Post #7: To Alpha and Beyond

Welcome back from Thanksgiving!  Did everyone have a good holiday?  Well, while you guys were eating, (and going crazy over some awesome Black Friday deals), our team has been working hard toward getting Attraction ready for alpha.  All the art assets are now complete for the alpha version of the game, and on Saturday we will be implementing them into the playable demo.  We had both our instructors play our game today, and they gave us some very good tips on how to make our game even more fun for next week.  By Tuesday, every feature of our game will be implemented and our team will be doing a ridiculous amount of playtesting to tweak everything so that the public will have an enjoyable experience once they get their hands on it.  Everything has come together incredibly well so far, and we are burning to let everyone test our game next Thursday when we show it off.

What I accomplished this week:
  • Shortened and polished one of our character's idle animations
  • Created a start jog cycle and end jog cycle animation
  • Textured the main character for alpha
Hopefully we will see you next week when we reveal our the first playable version of our game!

Saturday, November 17, 2012

Attraction Post #6: Skin It Then Rig It...Wait What?

Hey everyone.  Sorry this, (and the post before this), is so late.  It has been an extremely busy week, but I can finally write some blog messages now!  Woo!

So, as far as the art goes, we have a final mockup for the alpha environment level.  The programmers have a level editor all in place and our environment design will be implemented shortly.  Also, our protagonist robot is now rigged and skinned!  As you can tell, we have all been working extremely hard to get ready for the alpha.  It has been a long process, but our team is in crunch time getting everything done before November 20th, (our art lock date for the alpha).

What I accomplished this week:
  • Rigged, and skinned the protagonist character of our game
  • Created a rough idle animation for the protagonist character
Below is our protagonist that has been rigged and skinned!  Now it's time for me to get back to work.  See you all next week!




Attraction Post #5: Model Me Up Scotty

Hey Attraction fans!

So this week went really well.  Because all the artists had their silhouettes turned in on time, I was able to start modeling the protagonist character, and now the model for alpha is finished!  I'm really excited to see it in action.  This week the artists are coming up with environment concepts for the alpha level.  They are each making an environment based around a basic template.  As far as the programmers go, they are looking to finish the level editor, as well as tweaking the game's controls and physics.  The alpha is coming up soon, and we want our game to be the best it possibly can be.  These next few weeks will be incredibly busy, but, in the end, our game should be as polished as it can be by alpha.  Not to mention incredibly fun.

What I accomplished this week:
  • Modeled and iterated on the protagonist character
  • Helped design the alpha level
  • Updated our social page on Facebook
See you next week!

Thursday, November 1, 2012

Attraction Post #4: Why Are Silhouettes So Dark?

Hey everyone!

This week we have been carefully designing our protagonist from the ground up.  Our team created around 100 concepts of characters since last Tuesday, and we narrowed it down each meeting little by little.  Today we got down to six concepts.  We all took a vote on which concepts were the best out of the six, but everyone on the team had something they liked from 4 of the characters, so we will be splicing off parts from each concept to form a final character, Frankenstein style!, (I know, I should have used that line yesterday during Halloween, but too late now)!  By Saturday our final character silhouette will be completed and critiqued, and then the modeling will begin.

For this week's sprint the artists are creating a value and color pass on each of their final concept characters.  Cory, (PR Chair/Artist), is also creating test textures for the programmers to use for the level editor.  Becky, (Art Lead), is working on creating the final character silhouette, and, after it is critiqued, I will begin modeling the character.  My goal is to have the model done by this upcoming Tuesday.

As far as the tech side goes, each programmer has been assigned a specific task from Brendan Wanlass, (Lead Programmer).  In brief, this week the programmers are working on the character controls, physics, collision detection, and a real time level editor.

To wrap up this week's blog post, here are some of the final protagonist concept silhouettes that we have created!  Our final character will be revealed next week, so stay tuned!

What I accomplished this week:
  • Created 15 rough character silhouettes iterating on the original silhouettes chosen
  • Created 3 refined silhouettes based on the critiques of the 15 rough silhouettes
  • Created 1 final vector character silhouette based on the critiques of the 3 refined silhouettes