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Encounter and Production Design

I’ve been really bad about posting. Sorry!

Things have been crrraaaazzyy. Trying to make a game and a cinematic game trailer at the same time is tough. However, this is no place for whiners.

I have some encounter design to show you. Oh, and a textured and lit scene. :) Still a bit rough but we’re still in Alpha after all:

encounter_design01

This shows the first couple encounters- Vacuum Shark and Generator Bird. Here is the mini-boss encounter with Security Bot once you’ve defeated those two:

encounter_design02

I have a couple wonderful sophomores, Blake and Hannah, helping me fill the scene with props! They’re placing them in Maya, grouping them by rooms, and then exporting them as FBXs so I can drop them into the Unity scene. Since they are artists, they don’t touch Unity or the repo. I think they prefer it that way as much as I do.

Version control is the bane of my existence. Everyone can access the new repository except for me! I can’t seem to push to it through http or shh… But I won’t give up. In the meantime, I will pass off my files to one of my programmers to commit and push for me. It’s so irritating! But I’m grateful for all the progress we’ve made. Things are getting rigged, textured, and scripted. Triggers are appearing in the scene, the inventory is functional, and all the models are done. All we have left to do is pretty up the inventory, finish the AI, and implement the player health script. The rest of the work after that will be aesthetic – saving it for Beta!

Last but not least, I’d like to end with a paper concept. This one is for a mod for Skyrim that my writing team and I are working on. I love the story myself! We have yet to make the environments and NPCs but I think it’s a solid quest: skyrimModprogression