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Sewer run game developers
Sewer run game developers





sewer run game developers sewer run game developers

From here we would mess with the lighting to get a good feel of everything. The trash cans would indicate that people lived in the sewer using the shadow decals made by Kayla to convey a story about there being people who lived in the sewer but after everything happened, they disappeared. For the lighting Matt, Sam and I envisioned floodlights with a lot of indirect light coming from old flashlights and trashcans on fire with light fog. We followed this same pattern for most of the quarter as well as going off the feedback given by Allen until we got to the point where felt that the sewer level was fully populated.Īt that point we went to Sam to now have the lighting implanted into the level. Matt was the one who had implemented splines so that we could easily get a realistic flow for the sewer without hassle. With these new additions of assets came the implantation of splines for some of the most important assets we had such as the Tunnel, Grates and other aspects. We used the now textured assets and added them to our level as everyone else in the group made them. We would try to give each person at least two to three tasks to do for the sprint and when they were done they would run there models and textures through both Matt and I then either Matt or I would publish the finished asset into the game for later populating of the level.Īfter the first two sprints Matt and I started to populate the level using previous references that Matt had found for the overall feel of the level. Matt and I added tasks onto a excel sheet for Kailey to put on Taiga so everyone could track their work. We started off first with part 1 being the sewer level mapping and texturing previous models that could be used for our level. We made this list for both the Sewer level and the maintenance level. We also had a third list that we made with both Rob(City Art Lead) and Janani (Cul -de-sac Art Lead)for assets that may be modular to any of the three levels with textures being changed if applicable. Matt and I started of the quarter deciding what assets we would need for the level and what assets would be vital to the overall look for the level and focused on those first and then making a secondary list for if we had enough time to add more to the level. From week 1 to week 10 we worked towards having the level be polished with every texture, asset and proper lighting for the sewer to come alive. This meant that everyone on the team had to focus on art and level design for the entire quarter and become familiar with the art tools primarily Maya or Blender and Substance Painter for texturing. During Spring Quarter 2020 each level concentrated solely on the Art aspect of our levels with the goal in mind to take our levels from the block out stage to a polished state by the end of the quarter.







Sewer run game developers