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.
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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 so 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.