Weekly Diary

  • Finals

    About the final playtest. During the final playtest, I encountered a situation where my work was essentially absent during testing and was represented entirely by a third-party version on different exe file. World Designer didn’t fully utilize the assets I’d created, despite having prepared materials for them and a 24-hour playtest deadline. Version I created…

  • Week 8 and 9

    These two weeks before the final playtest were the busiest and involved a lot of technical work. I needed to transform the models I’d created into game assets, specifically, to create the correct topology on the models, creating a mid-poly version. I chose this approach because I didn’t think it was necessary to seriously optimize…

  • Week 7

    In week 7, I was actively modeling all the necessary assets that would later be added to the final scene. I used Blender exclusively for this, and all modeling took place there, from the draft stage to the final details. After completing the draft, I set up the scene and recorded the very first version…

  • Week 6

    To make the level fit Eric’s proposed final level design, I created a separate variation of the level design, testing it myself several times in an attempt to make the experience more engaging. During one playtest, we received feedback that the level felt both easy and unintuitive. Since I’m not involved in mechanics development, I…

  • Week 5

    This week was spent entirely on working with textures and defining their appearance. Since the game used tiled textures, most of the textures were created using procedural texturing, which actually simplifies the work considerably. The main part of the final node piece was a system created by blending several colors and patterns simulating brush strokes…

  • Week 4

    Probably the worst thing that could have happened during this semester was my laptop broke (additionally, the breakdown occurred on February 21st, and it was repaired around March 15th). This immediately led to many problems. I had access to computers at the university, and I partially took advantage of this, but it also presented many…

  • Week 3

    This week was spent planning deadlines and dividing responsibilities between people. Since I’m working on asset creation, I can’t actively participate in development at this stage, but I tried to contribute to the overall visual of the game. Eric and Jeremy, respectively, were primarily responsible for concept art and overall level design, but I also…

  • Week 2

    Our team created a list of values ​​that we would like to follow to ensure that the overall organization remains aligned, and I will try to adhere to it throughout the project. One of the students, Harry, also explored potential mechanics we could implement to the game. He wrote multiple documents as Mechanic designer, proposing…

  • Week 1

    At the beginning of the semester, a vote was held, and I was assigned to work on Cindy’s DayDream project (link) as Environment Designer. Working as an environment artist is my comfort zone, as I’ve been studying 3D for a long time, and it was the chosen format for our vertical slice. Main difficulties was…