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Disorganised blog is disorganised

Week three saw the end of the concepting period for Team Pow, although there will be more things to concept as modelling continues. All the major areas have been fully concepted, all that remains are scene dressing pieces which are being developed on the fly by Ayden and Dan.

The three characters are concepted and ready for modelling. We were originally going to add in two more characters (Puck and Bottom) if we had more time but realistically we've decided that it would be impossible, as well as unnessessary. The characters will have their base meshes modelled in 3DS Max with the finer details being sculpted in ZBrush.

Over the course of weeks three and four, Ayden and Dan have been focusing heavily on asset development, which has been a good thing as we have been told that we need to have a polished area of the map ready and uploaded before we go on our Easter 'Holiday'...quotations because the holiday part is really a lie.

Dan has successfully modelled the bridges, pathways, torches and benches for the level and has managed to update his previous models to a higher standard. He has been experimenting with the alphas on the trees, hedges and shrubs and the results look great. The models now look more realistic instead of completely stylised so give off more of the Dragon Age feel we were aiming for.

Ayden reworked the scale in engine so that everything was the right size (as this had been playing on Kathryn's OCD). He also managed to add sound into the game, polish the lighting, fix the terrain and add some particle effects. The first puzzle in the Garden scene is also finished. As well as that, he's been working more on mechanics, forest foliage and the front of the estate.


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