Cameron Deighton
On this website I'll be keeping track of my process for the third Game Art core module about environment design. For this assignment, we have to create a level environment inspired by the Tomb Raider universe, in which we use visual cues to guide the player through the level environment and the puzzles within the level. For the assignment, I have chosen to use the universe of The Evil Within instead, because this interests me more and also allows me to combine this assignment with other assignments I'm currently working on.
I am personally very proud of what I've made. While I might not have made every asset myself, I have learned a lot about working with other people's assets, how to correctly implement them, and how to use different assets from different packs together to still make it all feel like one whole experience. On top of that, I have learned a lot about using lighting and post processing to my advantage, to guide the player through the experience as well as make everything look aesthetically pleasing.
I have used some cheats to bypass actual coding, such as linking the numbers of the number pad to different sprites that turn off and on, so I wouldn't actually have to make every possible combination also possible in the game. I also linked the changing colors to different keys on my keyboard rather than cycling through some colors by pressing [E], mainly because I couldn't figure out how to do it. While this is obviously not desirable in an actual game, it works for this assignment and it's some creative ways to solve a problem and still be able to show the gameplay.
Next time, I would probably change up the numeral code puzzle, because it might be a bit too hard; the player will just have to know that they have to read the numbers in the room from the left to the right. I don't know what other puzzle I'd put in its place, but it would be something more visual rather than numbers, because that would be easier to implement in the environment.