This week saw lots of new props and decorative assets, but the biggest jump was the light tests, which show new opportunities for making our environments look better than ever.
This week continued the trend of finding new ways to represent the world of re[Mod]. I did a plethora of additional mood paintings and sketches, to help flesh out possible unique areas within the multiplayer map to help break up repetition of areas. Following the painter-over of a greybox test of the new map delivered by a designer, I analyzed the geometry to determine a rough estimate of what kinds of assets we would need to complete the basic structure of the environment. One final addition to our repertoire of inspiration was a poster for the show I created using some extra time. I felt it was important to get a feel for the "culture" of this game show. Io thought it would be amusing to contrast the gratuity of the of the shows content with a highly marketable set of characters to bring in crowds.
This week, aside from the standard prop and architecture asset creation, my main task was to bolster our collection of 2D assets. More specifically, we needed more variety of materials for the floors, walls and doors, and we needed decal assets for the mask design upgrades. I started with the mask decals. A problem we faced was two fold: We needed assets that the player could discover in the world that would unlock the certain upgrades they could then purchase. Each upgrade is represented by a design pattern on the player's mask, and therefore had to be visually distinct and line up with one another properly when overlaid. They also needed to be a decal we could place in the world so the player actually had something they were finding. I ended up taking the mask design, and dividing it up into 27 different individual image alphas, each going to its own decal that could be used for both the menu, the mask and the in-game collectable. The other task for the week was the ma...
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