XB3001: Reflective Diary
Initial Development
To start the Rewinders project we went with a prototype and development practice approach. This meant that as concept and the first prototypes were being developed the 3D artists on the team were practicing workflows instead of making assets for the game. THis worked well as it cut the time spent producing the modular sets and the HIgh Poly assets were cut down considerably and the quality of work was increased.
The base movement mechanics and a simple grenade mechanic were setup within the first month, allowing a strong feel for the game early in development. Concept design helped the second phase of development by also providing a strong idea of the games development
Implementing Design
Once the prototype was set-up, we then built upon the concepts that were made by Niall. The first modular set was developed and 2 traps were designed and brought into engine. The modular set initially had some scaling issues and took a while for it to be implemented, however with the workflow practice having to re-do sections did not take a long time.The early level designs were made and mechanics were starting to be playtested and improved upon.
Iterating on current development
Once the base levels were made and traps were being steadily implemented we decided to start iterating and improving on the base of the game. This lead to a 2nd art pass on the modular design, large arena re-designs and a lot of tweaking on the ranged projectile. The Rewind mechanic and the UI systems also were in development at this stage.
Sony Crunch
During the project's development Rewinders was selected to be shown off to a Sony representative. This meant that the team had to hard crunch in preparation for the presentation.
The second modular set was fully textured
5 new arenas were implemented
3 traps
Full UI
Level loading system
Rewind Mechanic
Unfortunately it ended with the game being bugged in some unknown way that stopped the begin play functions from loading rendering the game broken. The crunch mode however did push the Rewind mechanic to completion and leave us with a section of very strong arenes that all looked visually rich.
Final developments
The final stages of the project were mainly testing and iterating on the game.
A sticky element was added to the grenade, stronger visual feedback was implemented, UI polish, fully textured assets, sound implemented, lighting pass and a melee mechanic were all added to finish the project.











