Sunday, 5 April 2015

Viability and scaling

after feed back from our viability presentation the sum we got  was we need a lot more conceptual art and visuals to portray art style and aesthetics of the game and to break it down to a more manageable parts for this part of the design process. So we met as a group and discussed what was need to be done.

at this point it is really reliant on conceptual design and art.

so we talked with our artiest and explained our ideas and what is need from him and made sure that the whole group was on the same page

also we discussed in our skype meeting level design broke down the what the whens and the hows of the environments and traps to what will be happening in the environment and correlate to the story line broke the level down to one design and logically layout the level from how it will function and than apply that to our level design.

now that we had done this process it became easier and made more sense the traps made more sense because that is what would really happen in that environment. and this is all documented in out GDD and our meeting documentation

i will also be looking into scaling factor from our 3D software packages into the unity engine so that all the animators and modelers are keeping to a uniform scale and measurement system


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