This chart shows what work we will all be doing in the upcoming weeks. Each task is colour coded to one of us.
Scrum is an agile project management framework that structures the team's work into short development cycles called sprints. This method provides specific roles and events for managing the project. There is usually a scrum owner who is the main organizer of everything. The team can also participate in scrum meetings where they plan out together what they will be doing for the next few days.
Kanban is a framework that visualizes work on a board to show the workflow. It is typically organised with some kind of cards that can be moved between sections depending on the progress made. The most simple example of these segments would be "to do", "in progress", "done". This agile method allows you to easily break down large tasks into smaller ones and then pick which ones need to be completed first.
A waterfall workflow is a linear project management method
For this project, I am mainly in charge of the 2D elements like concept art, textures, and reference sheets.
This is a quick reference I made for a gun. This is one of the first references I made and I just kind of combined a bunch of parts from other guns that I liked. This weapon will be the one that you use throughout the game.
Original Colours ------------>
New colours
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You can see the original colour scheme here. Since this game takes place in a forest, I wanted to make them some shade of bluey-green to be sort of like camouflage. For the emblem on the chest, I didn't really have much of a reason for choosing purple. I just thought it looked good with the shade of green.
Here are the concepts for the base enemy. Because this game takes place in the future, I wanted them to look futuristic while still keeping them humanoid. My main inspiration for the robots were the Iron Man suits. I wanted them to look like they could have a person inside. The thought of them closely resembling humans and seeming more 'sentient' makes them a bit more intimidating I feel. I ended up changing the colours based on feedback from my group. They thought the shade of green I chose didn't look right so I ended up changing it to be a more natural looking green. We also agreed on making the visor red to signify that they are in-fact, evil. I also changed the emblem to yellow because I thought it looked better with this new shade of green.
These are some references I made for the helmet of the basic enemy for the 3D modeler. It is a relatively simple design, not too over complicated in my opinion. They were a little misaligned when we put the images in Maya but it didn't end up being too big of a problem. This is why I switched to using the line tool with the grid for the gun ship reference sheet.
This is the concept art for the invincible enemy. This one was quite tricky for me to design because I didn't want it to end up looking like the common enemy, but at the same time, I didn't want it to look completely different. I think I found a good compromise where it still looks human enough but has more menacing features like claws, a jagged chest plate, and evil looking eyes. I also wanted to give it a cape but we don't know how to animate fabric and we don't want to spend too much time on it, so the cape will most likely be removed. I wanted it to have a similar camouflaged look to the common enemy so instead of making it green, I made it brown to blend in with the bark of trees.
These are some references I made for the helmet of the invincible enemy. I was designing the health bar and planning the gun ship reference when I was asked to make this by the modeler, so I did end up rushing it a bit. I want to re-make it but since the helmet model is already finished, that would just be pointless.
Above are the references for the gun ship. Unlike the other references, this one was made using the line tool and a grid with grid snap enabled. You can see below how I enabled the grid. (Right click > Grid > Edit Grid > Tick show grid and Snap to grid > OK). Doing this allowed me to make it a lot more accurate from both perspectives, so unlike the helmet references I made, these ones shouldn't be misaligned when imported to Maya. The ship itself was inspired by the D77-TC Pelican from the Halo series. I found this to be the most appealing design in my opinion, as well as being fairly easy to model.
These are the designs for the health and stamina bars. The one on the left is the full health bar design. The one on the right is the sprite sheet for the health gradually going down. The one in the middle is the empty bar so the coder can put the values in instead of my animated one which would have locked the health at 10. I also did this to make having a health bar and stamina bar on one image possible.
This is the design I made for John Military. I didn't want him to just look like a standard military guy, so I wanted to make him look cool. That's why I gave him sunglasses. In the top left is the sketch I made for his pose on the right. In the bottom right are the first designs I made for him. I first drew him with the black jacket but then I remembered he needed to be dressed like someone in the military, so I then made him with the camo design. For the final design, I combined them both a little.
These are the textures that I made for both of the enemies. I had to figure out how to use Substance Painter again so they both ended up taking a while to make. I added a green fill layer on the first enemy, then I added the other colours on top by using the polygon fill tool on different layers. The process was practically the same for the second enemy apart from the eyes.
I made the eyes in adobe animate, then I exported them and imported them to Substance Painter. I then put them on the model as a texture.
This is the logo for the military that I made. I was asked to make it for the game's logo. I started to make it in Adobe Animate but I didn't like how it looked and there also isn't a mirror tool. Because of this, I switched over to Aseprite to make it.
It is based on the image on the right.
This is the leaf texture I made. I drew a leaf in Adobe Animate and just copied and pasted it around the canvas with different rotations. Unfortunately, when the coder tried to import it to Substance Painter, It got really blurry and you can't really see what the texture is supposed to be. We haven't figured out how to fix this problem.
These are the textures I made for the drop ship and gun. I made these in Substance painter and the process was basically the same as making the enemies. I also made the Military logo a texture and put it on the sides and top of the drop ship.
This is the basic first draft of the cutscene. I didn't end up making a storyboard because it was such a short animation that I didn't feel like I really needed one. I drew each frame quite quickly just to get the movements to feel right, then I'll redraw them but better later for the final product.
This is a concept for the interact button. It would be used at the end of the game where you interact with the dropship. I designed it based on advice from my team who told me they wanted it to look like a metal sheet nailed to something. I got the idea of adding a screen to it when I thought about how the text would be displayed, as I didn't want it to just be on the metal.
This is the earlier version of my cutscene with a different background. I ended up changing it to the yellow one because I felt that it moved a bit too fast and it could be hard to keep track of when watching it for the first time. Also the "you escaped" text was hard to see. The robots would have also looked strange dancing in the sky.
This is the victory cutscene that I made. I was told to have John Military celebrating while the robots dance behind him. After I animated it, I added the confetti in clipchamp. To make the dancing robots, I drew it, made it a symbol, animated it, then made it a tween to have it slowly slide across the screen.
- V-Slice trailer youtube link.