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Flaming Bee Studios

Erika Taylor

Dev Blog

Week One

Yay for Week One! I'm not used to lots of CS majors, but this is cool, and I'm happy with the team. I have assumed the role of The Artist. This week consisted of me drawing up an idea of what the player might see when in the environment, a labyrinth with magical mirrors along with the first-person view of the character's hands. It was just a concept, since lots of mirrors could be very bad for loading times, so it could potentially be the intro screen that acts as the labyrinth's entrance. I also helped out a bit with the one and five-pagers, so I believe it was a good week. I'm excited to work on other art assets in the future!

Week Two

This week I worked implementing the ability for the player to perform ledge grabbing and climbing to enhance the platforming for the game. After finishing my implementation I worked with Kaifeng, Jacky, and Hussain to put our work together to create the demo for this weeks deliverables. In addition to this, I added to the programming section of the scrum presentation, contributed to the prototype section of the GDD, and filled in part of the Gantt Chart.

Week Three

Week Three also flew by. Coop picked up for me this week, so I wasn’t able to finish all the art assigned to me unfortunately. Tis tough being an art kid. However, I was able to add to the art that would help flesh out the sell presentation due in the future. I finally finished working on the logo and I got Vince in a pose. I feel like I pump things out relatively quicker when I’m in the habit of drawing everyday, a habit this term has definitely returned to me. There’s always room for improvement, but for next week, the plan is to replace the auto-rig with my own rig and finish all the other concept art, most likely in that order. I’m still excited to move forward!

Week Four

Week Four was a tough one. I spent about two-thirds of it rigging the character, things always break when rigging, no matter how careful you are, if not with the rig itself then with the mesh, specifically the verts on the mesh and weight painting issues. Though the component editor said they were influenced, the verts were not moving with the rig, but twas a quick fix with the help of the internet. I still love rigging, but I forgot that it always kind of puts me out of commission for a little bit after that from the amount of brain power. Am I feeling overwhelmed? Little bit. Did I sleep? No, but I did get some orthos done for the models that will get done next week. The plan is to reacquaint myself with Substance in order to make textures and finish the orthos. I was planning on more concept art for the sell, but I may or may not have to do that depending on how the game is looking from the work I can put in next week. I could definitely use some more organization. I’ve received the feedback for actively updating assets, and I am going to try my hardest to implement it from now on and hope that I’m doing it correctly. On to Week 5!

Week Five

Week Five or Six (Question Mark?) was very slow for me. I think my motivation is waning a bit. I missed class due to passing out from exhaustion last week from rigging, and that probably was a huge blow to my will. I knocked out all the models that Nick said were needed so far, two of them with textures, but I only like one of those textures (very proud of my chair), so I will probably redo it. I tried to test in Unity, where the models do work, but I wasn’t sure about what exact textures we needed, so I shall convene with Nick this upcoming week to confirm. Next week will consist of me working on those new textures and hopefully finally getting some assets into Unity for everyone to work with. I still have to work on updating my progress in our design docs as I go. I’ve learned that I’m not as alone as I think I am. We are a team, on to the next week!


Week Six

Week Six going into Week Seven was a real toughie. Some people on the team caught The Vid, as Kevin Hart calls it. Co-Op was busy, I’m working on a logo for a hair and body butter product! I knocked out some of the big bedroom models that can be implemented soon. I also updated the Asset Management Doc a lot in relation to my . I do have all the information on the objects, I just have to rereference to completely fill it in I did pass out a bit due to some bad shrimp I ate, so that hindered my work a bit. I, luckily, did test negative for Covid, so I’m going home this Friday just to check in with my family and make sure they’re okay. I’ll take all my equipment, so I can keep modeling, drawing, making textures, and even voice recording (I’m really excited!). Next week will be used to texture existing models, make new, smaller models that will aid in clutter as well as contribute to the level, and drawing out characters that won’t have models, but will be seen somewhat throughout the game. The communication has been good, and I think we’re doing well. Go team!

Week Seven

Week Seven going into Week Eight was a bit lazy for me, so now it’s time to crunch! I went home to visit my family, so there wasn’t as much time as I would’ve liked to work on things, but I’m free for these next weeks, yay! I knocked out as many models as I could. I believe I only have two left over for the next week. I’ve UV’ed everything, I only need textures. I did some voice recording with Nick and Jovan. It was like two lines and I don’t really know how I feel about my voice, aha ha. Anyways, we’re hitting the home stretch. I just have to keep the asset templates updated, which I plan to do tomorrow, and make sure textures and models get done. I also have to draw Naomi and Damien. So much to do, so little time. Go team!

Week Eight

Week Eight going into Week Nine was a really rough week. Basically nothing but a few drawings and two last-minute models got done, due to my family literally never catching a break, but I feel like the storm is finally over and I can pump out all the needed textures early. I hope that’s the case anyway. Not really sure how I feel at this point. I feel like we’re in a good space, but I feel like I myself am lacking, I don’t know. Anyways, go team!

Week Nine

Week Nine or Ten, the one right before finals week did yield a few results, but with those results came some really bad issues. I made textures, but the edges were see-through, or reflective, but I figured that out. I just needed to add padding to my textures, and combine all the UV maps together in photoshop. I found two excellent tools for that! We’re moving on to finals, time to finish up the textures and POLISH, POLISH, POLISH!

Links Below: https://github.com/comphonia/substance-painter-merger/blob/master/submerger.zip

http://www.flamingpear.com/freebies.html

Week Ten

WE MADE IT TO FINALS WEEK, AND WE’RE RUSHING! I finished textures slightly early. I updated the GDD with our post-mortem, the asset template, the Gantt chart, just about every piece of documentation has been touched by me, and it was tiring, but I did it. I didn’t sleep, but I did it. WE DID IT! We made it to finals week! Hoping for the best for Self-Reflection, let’s get this game into the next term! I had so much fun working on it, no matter how tired I am!

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