Work for andrew final year project
When we started the project we were placed into to groups of five, the first step was coming up with the idea. We started on the first day by coming up with a basic ideas for our level and our team name, the team took awhile to come up with a name and i think it took far to long wasting time which could have been used to fully have our idea perfected. We decided as a majority to do a sci-fi theme which included elements of fantasy as it would keep parties in the group happy. Our idea was a space station which had an eco dome center for the shipmates to visit is would cross sci-fi with old Victorian to form and zen like garden.
we decided to use the work method of scrum which started off great we all picked a task to do and this lead to people doing what they wanted to, at the beginning things were going great, we used an internet planning site called trello this allowed us to set up our scrum method which can be seen when we are not together.
Now before we started the project we had to research plants, space, color schemes and art styles. This was done very fast as the idea was pretty fleshed out by the end of the first day. Tobias backed this up by building an art bible in Pinterest. This allowed us to get a good visual idea of what the level should be based around this worked better then we thought with all of us constantly modelling and concepting with Pinterest hand in hand. which can be seen by clicking on the link here http://gb.pinterest.com/tobiasrintoul/project-eco-dome/
First of all we gave the task of concept art work to Levi who knew most these pieces had to be done before the modelling could begin as we need something to work from as i knew from a few picture which we shared as a group what needed modelling i started straight on modelling without concept art as this was to build initial models. The models were approved by the group and got to stay, now back to the problem in this time period levi still hadn't done much concept art something that theoretically should have been done straight away. We addressed this problem by having team meetings frequently and discussing what need to be done in the end most models were built with free choice and were evaluated at the end of each day.
Marisa was set with producing which was to help us plan out what to do next but also to set up our social media. The social media was done very sloppy as no of it was really updated and almost no effort was put into it the justification for by Marisa it that she wanted high polished work put on our social media to show but even with the level finished still nothing has really been added. This isnt all marisa fault alot of work was still in progress but even so this should have been added as an ongoing process almost like diary, maybe if this had been addressed ealier the problem would have been solved but we decided to focus more on the finishing the level rather then showing it off. We know it is important when i game project starts to have a following if you would like to see the work done on stand by studios the link to our Facebook page is here https://www.facebook.com/pages/Standby-Studios/620017688084608?ref=hl
Whilst using scrum we planned in segments what needed to have been started and finished by the end of each segment, and for a while we either kept on track or ahead but we i fell behind on the tree what had to be made, so i seeked outside help. I received tutoring in types of modelling, pelt unwrapping, zbrush and mudbox. I learned how to unwrap an organic model by using pelt wrapping which consisted of drawing out my seem lines first. Zbrush was used to turn my low poly tree into a high poly mesh which could me molded it an organic shape and then droped by using a ZRemesher and finally mudbox was used to add texture to the model for a normal map and was used to paint the tree i want to give credit to Levi who painted the bark texture on the the tree i went in after and applied some greens to make the tree look as though it was growing moss.
Levi also helped with painting the texture for the leaves as this gave me time to do little adjustments to other models i had made. In the final two weeks we managed to have most models finished and polished up the next problem was seeing how things reacted in unity now Liam and Tobias worked at home and college to help fix bugs with the level such as particle effects, invisible walls that could be climbed on and windows that showed the parts of the level that shouldn't be seen.
i would say for my overall modelling i think it could have been done faster i had to learn a few new programmes which took a while to grasp i also had to learn how to unwrap a whole new way, taking these into consideration i still feel the process could have been done more efficient. In the end i modeled 3 trees each with their own style which the group could pick from we all picked the lower poly model in then end. The lamp and bench i modeled were done pretty much from the beginning although due to me piling UVWs on top of each other i was unable to an ambient occlusion something i should have took into consideration. The leaves i applied had a few problem which i wish i had solved i tried one method which was to detach the leaves and this solved some of the problem but i still had some problems with the alphas popping in and out, i now know i could have solved this problem by having custom shaders.
The end result of the level was more then surprising with all our draw back and delays we managed to pull off a very nice looking level. The level plays fine with very little to no bug there are working particle trigger effects which were planned from the beginning there is sound and overall the level is very visually pleasing. I most impressed with Liams and Tobias commitment to fixing the bugs work out of college to solve these problems given that Liam had to learn a whole new program with its own problems he has done very well he has exceeded my expectations in the area of unity and played a vital asset in the team.
I would say for myself i could have done more even thought the tree was a key aspect of the level i feel like i didn't put in the same amount of work as Tobias and Liam did i also modeled the lampposts and the benches and some reserve plant just encase some people didn't manage to do work they were assigned.
In the case of Levi and Marrisa i think Marris could have been more efficient she was always arriving late and leaving early and this sometimes left stranded on what to do next also her early modelling work was to high poly and the texture were very roughly done she did eventually change the textures but as for the models they still remain very high poly, and for things like Trello Tobias seem to take a lot of charge he took command when Marisa wasn't here if it wasn't for him i dont think this project would have worked as well. Levi was very delayed with the concept art most models had been modeled textured and unwrapped without even seeing any concept art we received alot concept art towards the end when the level was already ready to be put together. Levi made up for her delayed concept art with some beautiful textures for zones and some of the plants which were done to a hugh standard she even helped me by drawing the texture for the leaves and also painting the tree i also when in and added fine details to the tree after.
As a group as whole i think we had our ups and downs but by the end we all come together and managed to make a beautiful fully functioning level and for every negative there was a positive response. If you would like to play the level you can by clicking on this link https://65adcf87fd62a39bcdef919aec387a8845927f6d.googledrive.com/host/0B4SB-yEMJEfjRFVFazNVOUZxbEU/Standby%20Studios%20Environment%20Project.html
link to my show reel https://www.youtube.com/watch?v=jzqk5PbhL5o&feature=youtu.be










