For week one, I met with the team to help brainstorm ideas, we decided to do a Lovecraftian fishing game. I helped with both the one pager and the five pager, starting the formatting for the five pager and helping wherever I could.
Week 2 we realized that we needed to shift gears, this is the birth of Grapple Grub. This week, I helped with the one pager, since we had completely shifted ideas. I also created the asset list for GG this week and began the primary asset template, throwing in references and descriptions for important things in our game.
Week 3 is when modeling started. I made a model for the Grapple Gun and made a block out for our hover car. Since we weren't allowed to graybox at this point in time I also roughed out some building textures, paper bag textures, and textures for the gun itself. This was a pretty busy week, especially considering the fact that I don't do a lot of modeling.
This week I took a step back from modeling, shifting gears from focusing on the art team and to focusing on the level designing team. I blocked out two levels for the game since all level designers were supposed to do at least two so we could decide what would work in game. I also took on sound design this week, designing sounds for city ambience, falling, and dying. I also made a survey for playtesting. This week we also shifted from Perforce to Plastic which meant I could directly access our Unity files.
This week was a decently smooth week, my main task this week was texturing. I reacquainted myself with Substance Painter to create textures for the middle pieces of our buildings as well as the car. We decided to texture in grayscale so base colors could be manipulated in engine. My second task for this week was making a mood board with different options for color palettes for our game. I also had to shift the UV of the car but that was just a matter of shifting things over.
This week's focus was making sure that we got our game looking more like our concept art and mood board. Since we already decided to skip auto generating the city, we stepped away from having building chunks and shifted to having full buildings. I modeled 3 new buildings this week that matched more with the themes we had in mind. I initially did cutouts for the windows but had to go back and remodel the buildings, leaving them flat, so we could simply use emissive maps to create fake windows when texturing, since in our mood board you don't see windows you just see the light that comes from them. Next I textured the 3 buildings, then pulled everything into Unity, making them materials and making sure it looked correct. Finally, I updated the asset template with the new buildings.
This week was essentially more of the same. We faced an issue with the building sizes and had to scale them up pretty last minute last week, so my first task was retexturing those buildings so the texture wasn't stretched. We also decided to keep our six building chunks that we initially had, so I made textures for those as well.
I added spec maps so the building windows would be shiny
Job this week was to make the trailer for the final sell. I edited the gameplay clips together, got voiceover for it and and put in music.