Saturday, December 12, 2015

FREEDOOOOM

The last rounds of Rapid Prototype Production and Capstone Pitches is finally over. There's a gigantic sweeping wave of relief that's washed over me now that things can finally calm down for the next month.

So, how did RPP#5 go? Clearly, there were some ups and downs during the project that mainly resulted from me not planning as ahead as I could have. I was definitely more preoccupied with visuals and a finished demo rather than, y'know, the main mechanic. The most important part. Orz. The main motivation I had for pushing this game forward was mostly for the learning experience behind it. I was able to be a lot more hands on than I was with other projects. In about three weeks, I got some experience with how to even go about using Unity's interface, lighting, audio recording, and Level Kits. WOO. Also event planning. I definitely can use some more work on that. 

 Despite that, I think our end-product turned out pretty well! I was amazed with the work our programmers - Jared and Chuck - did on this project. They managed to tackle integrating animations, clues, triggers, particle effects, combats, health, cutscenes, and platforming in such a tremendously short amount of time. Yowza. I'm tremendously thankful for all they've done on The Scales of Truth while judging other projects for class. :3 

Like I mentioned before, Roselyn and I got some practice in building a pretty decent Level Kit - which is likely going to be a thing in the Capstone process - so that gave a lot more autonomy to our Level Designer, Keiran, who crafted a pretty great level! :D We managed to accomplish a lot in two and a half weeks but I'm more amazed that we managed to keep a team harmony that was still pretty chill by the end. I'd be happy to work with any of these people again. :3 

check out our demo! :3 

The Scales of Truth didn't make it through to become a Capstone game! It's actually pretty relieving not to have that stress waiting for me in the next semester. It feels like I can finally breeeeathe and concentrate more heavily on animation. Five other games managed to make it through though and each show a lot of promise. The Channeler, Child No More, Leylines of Legends, Photography Guru, and Sketch Artist are all going to be made into full-fledged games!  Three of these games had an Artist pitching or co-pitching and I'm so proud of that. Congratulations for them! ♥ Never be afraid to give things a shot because you won't know what happens unless you do. :3

During our last RPP class, awards for the various games were handed out. Clownin' Around, Kidferatu and the Spoopy House, and King Grumps versus the Kolorful Kandy Kingdom were all nominated for "Best in Show" with King Grumps taking the victory! Hot damn, am I proud of every team I have worked on. :D

Today, we got our Spring semester schedules & our Capstone teams. I'll be working as the Animator for Leylines of Legends. I'M PUMPED. RWAR. I'll be getting to do some human and creature animations, so I'm definitely looking forward to explore that and finagling more with Motion Capture.

As for other things? On Monday, the Artist have their "final" where we show off the things we've been working on lately. Animators can show off one (or all) of their animations, Tech Artists are showing off their final projects, and 2D/3D artists are showing off the environment they made jointly together. Here's the reel that I lazily slapped together (and might shorten during the weekend).


Over Winter Break, I'm definitely going to be fixing up these animations so they could be reel-worthy! I'm already starting to get antsy from having little schoolwork to do. orz. So when that inevitable itch comes to work on more animations, I'll probably be working on fighting or dancing animations. ♥♥ It's going to be a lot of fun to just focus on that for a while.

Oh. And the second trailer for The Darkside of Dimensions also came out today. That makes for a triplely-awesome near-kickoff to the Winter Break.


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