Pandy MaSydney PallisterTesting out animation blend spaces in unreal. This is for transitions between animations, and was done using models and animations from a Udemy tutorial. Also using the landscape tools to make a map for testing out code. Vivian Fu
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Pandy MaThis week we met to discuss the define biomes in the game and the characters that reside there. The tutorial/mentor character lives up in the mountains, but she's nosy and comes down to help the protagonist! Currently designing more characters the player will meet around the land! Sydney PallisterWorking with Sequencer in unreal! The hope is that this will eventually be use for animation sequence changes and even trailer footage. Vivian FuPandy MaPaper prototyping this week of the world layout, NPC locations, and where the player should start. We reviewed our art reference folders and have decided on our inspiration for the land and theme. Also, we settled on a name! Sydney PallisterIn order to work on a game with multiple people over multiple computers, source control is essential. The first step was making sure we had our tool of choice, GitHub, set up to properly push and pull files from. From there, the focus was on working within the engine to build the necessary skills to continue. Vivian FuWe planned our game world to have multiple regions: tundras, valleys, shores. To create these, we needed to model the environment in Maya by using sculpting tools. Displacement maps were used to help recreate mountains as well as banks and river beds.
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