So we have 10 days left in the semester before we have to have an Alpha version of our game done. We have to finish nailing down the features that will be in our game, this means that we have to cut out all the stuff that we won't be able to do with in the next 10 days.
This is because next semester we won't have time to insert new features since we will have to focus on inserting content, polishing, and submitting out game for approval. Roger and Bob said that we might be able to insert some new content, but only if we finish everything before schedule and as long as we don't have to do much tweaking. But we shouldn't count on it.
Us on the art side are going to have to crank out models, levels, and content. And programmers are going to have to optimize the code and make sure that none of the code violates any of the things on the evil list. So we will have out work cutout for us.
Today we nailed down the pods and the control scheme.
We decided that we will be limited to: one shield pod, one engine pod, one laser/weapon pod, and a handful of special pods. We also said that only the first three will have a passive effect, and then a consumable effect. For example, when you use your engine pod, it will make you go faster for a few seconds. The special pods won't have a passive effect, but will have some cool effect when launched.
I didn't work much over the break, and I was planning on finishing my stuff today while at school but I forgot my external hard drive. So I will have to finish it sometime in the next two days.
After I'm done, Charlie said that the ships that I created will act as the enemy ships for the Alpha we have to turn in. I have to take my crest like ship and make it better. I have to work on the base model and make it look as good as possible.
Thats all for now, I'll see how much I can get done in the next few days. Thanks for reading.
Hi, my name is Christian Munoz and this is my blog about the different game projects I've been involved in. I recently graduated from the University of Utah with my MFA and now I'm looking for a job in the game industry as a game artist.
This blog includes work I did for my capstone project as an undergrad and all the projects that I worked on as a graduate student at the U of U.
My portfolio can be found at christian.brushd.com
Tuesday, November 30, 2010
Thursday, November 25, 2010
Space Station
So I forgot to do a blog for Tuesday the 23rd, so this post will be for that day.
Due to some really bad weather, campus was closed at 2PM and classes were canceled. So we didn't get a chance to see the professors or the other people in the group. We did exchange some email on that day, but nothing too importnat.
For this sprint, we moved to one week sprints instead of two weeks. I was assigned to model a space station and other random space debris.
I've finished the space station, all I need to do is scale it up and uploaded to the repository. I'm not going to add anymore shaders because they do no good. We have to texture them eventually, so there is no point on wasting time and effort into adding a simple shader.
I'm almost done with one other model that is suppose to be an old NASA space ship. I need to finish modeling it and then deforming it to make it look all old and worn out.
That is all, thanks for reading.
Due to some really bad weather, campus was closed at 2PM and classes were canceled. So we didn't get a chance to see the professors or the other people in the group. We did exchange some email on that day, but nothing too importnat.
For this sprint, we moved to one week sprints instead of two weeks. I was assigned to model a space station and other random space debris.
I've finished the space station, all I need to do is scale it up and uploaded to the repository. I'm not going to add anymore shaders because they do no good. We have to texture them eventually, so there is no point on wasting time and effort into adding a simple shader.
I'm almost done with one other model that is suppose to be an old NASA space ship. I need to finish modeling it and then deforming it to make it look all old and worn out.
That is all, thanks for reading.
Thursday, November 18, 2010
Second Sprint is Over
Today is the end of our second sprint. We had to do another presentation to the class about the progress of our game.
James and Charlie explained what we've done in the last two weeks and so far it looks great. They showed the new ship that Charlie made that has laser guns attached to the ship and is able to shoot lasers and pods. They also collide with asteroids and enemy ships and are able to destroy them and take them out of the game.
Since last time, I started to look on an old space ship and in a space station for the game as space debris. I haven't fixed my models because Charlie said that we should focus on just one ship at the moment, but I'm still not sure how I can help him make one ship look really good.
As last time, our next sprint starts today. Last time they took a while to assign me a task in ScrumWorks, so I'll just keep working on the old ship and the space station for the meantime. Then once I get an update task list, I'll know what to focus on.
With Thanksgiving next week, hopefully I'll be able to get some work done. Also, we are moving to one week sprints instead of two weeks. This is going to put more pressure on us to get things done instead slacking for a week and then rushing to get things done. We will also have smaller tasks since it's only once week, but this way we will constantly be busy working on the game.
Thats all, thanks for reading.
James and Charlie explained what we've done in the last two weeks and so far it looks great. They showed the new ship that Charlie made that has laser guns attached to the ship and is able to shoot lasers and pods. They also collide with asteroids and enemy ships and are able to destroy them and take them out of the game.
Since last time, I started to look on an old space ship and in a space station for the game as space debris. I haven't fixed my models because Charlie said that we should focus on just one ship at the moment, but I'm still not sure how I can help him make one ship look really good.
As last time, our next sprint starts today. Last time they took a while to assign me a task in ScrumWorks, so I'll just keep working on the old ship and the space station for the meantime. Then once I get an update task list, I'll know what to focus on.
With Thanksgiving next week, hopefully I'll be able to get some work done. Also, we are moving to one week sprints instead of two weeks. This is going to put more pressure on us to get things done instead slacking for a week and then rushing to get things done. We will also have smaller tasks since it's only once week, but this way we will constantly be busy working on the game.
Thats all, thanks for reading.
Tuesday, November 16, 2010
1st Satellite Done
So I managed to finish my first satellite, but it looks really bad. The model its self looks really good in my opinion, but the shaders that I put on the model look horrible. In order to make it look good, I have to layout the UVs and use Photoshop to make the colors look descent, so I'll get to it sometime this week before Thursday.
Here are the renders for the model with out color:
Here are the renders for the model with color:
Today during class, the art team meet up with Roger to talk about where we were at in the art side of the game. We talked about the idea that we have about having two corporations in the game and Charlie said that he would be in charged of one corporation and I would be in charge of the other one. Brandon showed him the mock up of the HUD that he made and Roger told us to switch to a virtual HUD instead of the of what he made. Roger said that it would end up being a lot easier for everyone in the end.
Roger also told us that we have to focus on completely finishing at least one ship before we keep going.
Before I can start working on the art for one of the corporation, I have to go and fix the geometry of the ships that I made. Even if there isn't anything technically wrong with them, the geometry is a little messy. Brandon also said that I should probably try to round the edges of the ships since it might cause problems with the normal map technique we are trying to use to keep low poly models that look like high resolution models.
Thats all, thanks for reading.
Here are the renders for the model with out color:
Here are the renders for the model with color:
Today during class, the art team meet up with Roger to talk about where we were at in the art side of the game. We talked about the idea that we have about having two corporations in the game and Charlie said that he would be in charged of one corporation and I would be in charge of the other one. Brandon showed him the mock up of the HUD that he made and Roger told us to switch to a virtual HUD instead of the of what he made. Roger said that it would end up being a lot easier for everyone in the end.
Roger also told us that we have to focus on completely finishing at least one ship before we keep going.
Before I can start working on the art for one of the corporation, I have to go and fix the geometry of the ships that I made. Even if there isn't anything technically wrong with them, the geometry is a little messy. Brandon also said that I should probably try to round the edges of the ships since it might cause problems with the normal map technique we are trying to use to keep low poly models that look like high resolution models.
Thats all, thanks for reading.
Thursday, November 11, 2010
Making Space Debris
So I've started to work on space debris and miscellaneous space objects for the game. I decided to start by making a satellite for the game. Basically the satellite will just float out in space, not doing anything besides looking pretty. I'm not sure if they will have the satellites just moving in random paths or if they are going to designate a path in Maya since we are using Maya a level editor now (it was Brandon's idea).
This is the picture that I'm using as a reference for the satellite that I'm making:
And I think that I will add the antena dishes from this satellite:
I will try to finish this today and add a shader on it and uploaded to our art svn. I will post a render of the finished satellite once I'm done.
Also, today during class, Roger gave a lecture about reviewing games. He gave us some info from the origins of game reviewing. This is because we have to review at least one indie game before the the end of the semester to get us to be active in the XBox Indie Game community.
That is all, thanks for reading.
This is the picture that I'm using as a reference for the satellite that I'm making:
And I think that I will add the antena dishes from this satellite:
I will try to finish this today and add a shader on it and uploaded to our art svn. I will post a render of the finished satellite once I'm done.
Also, today during class, Roger gave a lecture about reviewing games. He gave us some info from the origins of game reviewing. This is because we have to review at least one indie game before the the end of the semester to get us to be active in the XBox Indie Game community.
That is all, thanks for reading.
Wednesday, November 10, 2010
Working With Locators in Maya
So I finally went into Maya and split the ship into pieces just the way that the guys in the tech team wanted. This is so that they can use the different bounding spheres around the separate meshes of the model for collision detection. This way they don't have just one giant sphere with a ton of empty space.
Pace made a program that can draw the spheres around the models that we make to better give us an example of the "final product." But I noticed that even with the separate meshes, there is still a ton of empty space. I don't know if I have to separate the model even further or if I'm just missing something. I'll have to ask everyone next time we meet since I think that it might be a little to difficult to do it over email.
Also, during class the tech guys said that they wanted to have locators attached to the models that we give them so that they could use those points to attach pods to the ship. Sounds easy enough, but I've never actually worked with locators until today. I attached a total 13 locators to the ship for different kinds of pods like: lasers, engines, cockpit, and a few extras for the tech guys to play around with.
Ideally, they want us to model a laser gun (for example) and attach it to the ship. Then attach a locator to the gun so that they would know where a beam would be coming from. Also attach several locators that would function as pod slots for the ship so that the player would be able to choose what kind of pods would be equipped to the ship.
Also, I've decided that I will start to work on miscellaneous space debris since we have enough concept ships at this point. We talked about making a total of 9 ships that the player would be able to use, 3 ships for each faction or corporation in the game. Pace mentioned that we might want to make 2 more ships (one for each faction), these would be the "super ships" that would be unlocked towards the end of the game.
I still don't know what kind of space debris I will make, but probably not asteroids since they already have a ton of those in the current version. I'm thinking of making something like old space ships or satellites. Or if I'm feeling up to the challenge, even a space station.
But probably not.
Thanks for reading.
Pace made a program that can draw the spheres around the models that we make to better give us an example of the "final product." But I noticed that even with the separate meshes, there is still a ton of empty space. I don't know if I have to separate the model even further or if I'm just missing something. I'll have to ask everyone next time we meet since I think that it might be a little to difficult to do it over email.
Also, during class the tech guys said that they wanted to have locators attached to the models that we give them so that they could use those points to attach pods to the ship. Sounds easy enough, but I've never actually worked with locators until today. I attached a total 13 locators to the ship for different kinds of pods like: lasers, engines, cockpit, and a few extras for the tech guys to play around with.
Ideally, they want us to model a laser gun (for example) and attach it to the ship. Then attach a locator to the gun so that they would know where a beam would be coming from. Also attach several locators that would function as pod slots for the ship so that the player would be able to choose what kind of pods would be equipped to the ship.
Also, I've decided that I will start to work on miscellaneous space debris since we have enough concept ships at this point. We talked about making a total of 9 ships that the player would be able to use, 3 ships for each faction or corporation in the game. Pace mentioned that we might want to make 2 more ships (one for each faction), these would be the "super ships" that would be unlocked towards the end of the game.
I still don't know what kind of space debris I will make, but probably not asteroids since they already have a ton of those in the current version. I'm thinking of making something like old space ships or satellites. Or if I'm feeling up to the challenge, even a space station.
But probably not.
Thanks for reading.
Tuesday, November 9, 2010
Another Ship
So I don't have any tasks assigned to me right now, so I didn't know what else I need to work on. In the meantime I finished the ship that I started last week and I put the same shader that I've been using on the other ships that I've made. Charlie should be assigning me some tasks before the end of the day, so I'll know what to work on by next time.
Here is the renders of the new ship that I've made:
I still have to go thru and split the ship into pieces so that the programers have several binding spheres for collision detection. I also have to add attachment points on the ships so that the programers know where to attach the pods. I will get all of this done before the end of the day.
That is all for now, thanks for reading.
Here is the renders of the new ship that I've made:
I still have to go thru and split the ship into pieces so that the programers have several binding spheres for collision detection. I also have to add attachment points on the ships so that the programers know where to attach the pods. I will get all of this done before the end of the day.
That is all for now, thanks for reading.
Thursday, November 4, 2010
First Sprint is Over
So today marks the day that we finished our first sprint. We have come a long way as a team.
We had to do a presentation on where we are at this point. The tech team put together a demo game that has a working space box with some debris and used the first ship that I created a few weeks ago. We also showed that we have an options screen that can manage: the brightness, contrast, and other things. We also have a save and load screen.
After class, most of us that were there, got together for a quick chat and discussed about getting a poll up on our Google Groups site. The poll would take everyone's point of view into consideration of what they would like the ships to look like and other stuff that we need to figure out before we can move on.
Also, we talked a little about what we wanted for the story of the game. A while ago, we talked about there being two corporations in the game, each with their pros and cons; the player would be able to choose sides and stuff like that. Each side would have different ships that would vary in the way they look, the color of the ships, what type of ships are available to the player, etc. But one persons on the group (I can't remember who it was) mentioned that what if instead of having just two faction, we have three.
Since there is three of us doing the work on the art side of the project, each of us would create a "corporation" for the game and have our own art style for the ships. In my opinion this sounds really cool, and its something that I would really enjoy. That would be like creating my own little world inside the game. But on the other hand, this would increase the work load for all three of us. This would also increase the assets necessary for the game and endup taking way more space than needed.
Since Tuesday, I started to work on another ship because I don't know what else to do in the meantime. Also our second sprint starts TODAY! There is no break for us, specially now that we have to make sure that in two weeks we have something more impressive to show the class. We have to outdo ourselves every time! Sounds horrible, I know. But that's the way it has to be. Hopefully I'll get my assignments this weekend so that I can start to work on them.
That is all. Thanks for reading.
We had to do a presentation on where we are at this point. The tech team put together a demo game that has a working space box with some debris and used the first ship that I created a few weeks ago. We also showed that we have an options screen that can manage: the brightness, contrast, and other things. We also have a save and load screen.
After class, most of us that were there, got together for a quick chat and discussed about getting a poll up on our Google Groups site. The poll would take everyone's point of view into consideration of what they would like the ships to look like and other stuff that we need to figure out before we can move on.
Also, we talked a little about what we wanted for the story of the game. A while ago, we talked about there being two corporations in the game, each with their pros and cons; the player would be able to choose sides and stuff like that. Each side would have different ships that would vary in the way they look, the color of the ships, what type of ships are available to the player, etc. But one persons on the group (I can't remember who it was) mentioned that what if instead of having just two faction, we have three.
Since there is three of us doing the work on the art side of the project, each of us would create a "corporation" for the game and have our own art style for the ships. In my opinion this sounds really cool, and its something that I would really enjoy. That would be like creating my own little world inside the game. But on the other hand, this would increase the work load for all three of us. This would also increase the assets necessary for the game and endup taking way more space than needed.
Since Tuesday, I started to work on another ship because I don't know what else to do in the meantime. Also our second sprint starts TODAY! There is no break for us, specially now that we have to make sure that in two weeks we have something more impressive to show the class. We have to outdo ourselves every time! Sounds horrible, I know. But that's the way it has to be. Hopefully I'll get my assignments this weekend so that I can start to work on them.
That is all. Thanks for reading.
Wednesday, November 3, 2010
Not Much to Report
On Tuesday we didn't have a lecture during class, so we used the time to go to lab L130 in the WEB. I used that time to learn how to export both of my models into the FBX format. Once I did this to both of my models, I uploaded them to the SVN repository we have for the assets.
I got to see the progress of the game so far and it looks really promising. The programming guys have been able to set up a 3D space and have my first ship fly around in it. The camera follows the ship and it even has a cool effect that makes the camera pull back a little when the ship speeds up.
We also had a conversation of where we wanted the art style and the game to go. At first we talked about probably making the ship modular. This means that the player would be able to build their own ship and customize it how ever they see fit. The player would be able to either buy or get upgrades throughout the game. But James said that it might be too complicated to put it in code and actually get it to work properly.
I belief that we should not take a modular approach because it would require too many assets in the game to come up with a bunch of different parts for ships. I think that we should create a handful of ships and create something like a garage where the player would be able to keep the ships that he or she buys. This would also allow the player to have different types of ships each having their pros and cons.
But since not everyone was there, we weren't able to come to a decision. So we decided that we would put it to a vote on our Google Groups site. This way it will be fair, and once we know for sure we can move forward.
Also, our first sprint will be coming to a close on Thursday and we have to present to the class where we are and what we want to do for the next sprint. We also have to explain what worked and what didn't.
I've finished all the stuff that was assigned to me on ScrumWorks, but I will still work on more ships and try to have one more done by Thursday afternoon. I want to do one that resembles the SA-23E Aurora.
That is all I have to report, thanks for reading.
I got to see the progress of the game so far and it looks really promising. The programming guys have been able to set up a 3D space and have my first ship fly around in it. The camera follows the ship and it even has a cool effect that makes the camera pull back a little when the ship speeds up.
We also had a conversation of where we wanted the art style and the game to go. At first we talked about probably making the ship modular. This means that the player would be able to build their own ship and customize it how ever they see fit. The player would be able to either buy or get upgrades throughout the game. But James said that it might be too complicated to put it in code and actually get it to work properly.
I belief that we should not take a modular approach because it would require too many assets in the game to come up with a bunch of different parts for ships. I think that we should create a handful of ships and create something like a garage where the player would be able to keep the ships that he or she buys. This would also allow the player to have different types of ships each having their pros and cons.
But since not everyone was there, we weren't able to come to a decision. So we decided that we would put it to a vote on our Google Groups site. This way it will be fair, and once we know for sure we can move forward.
Also, our first sprint will be coming to a close on Thursday and we have to present to the class where we are and what we want to do for the next sprint. We also have to explain what worked and what didn't.
I've finished all the stuff that was assigned to me on ScrumWorks, but I will still work on more ships and try to have one more done by Thursday afternoon. I want to do one that resembles the SA-23E Aurora.
That is all I have to report, thanks for reading.
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