Posts

Icons for HUD

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For the last sprint before we start playtesting one of the things we needed was icons for the in-game HUD. the challenge with making icon like this is that not trying to be so complex with it where people don't know which is which, it can get confusing. some of the icons came from the cards itself the challenge with that was trying to scale the small image up. 

Tron level Lighting

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  After researching lighting in unity it was time to test out what I knew in the game. I used a directional light at 90 degrees put it anywhere, it didn't matter. Increased the ambient intensity 50%. I also deleted some light spot lights that was place in the level before because they wasn't effecting anything.

Lighting in Unity

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Directional lights represent large, distant sources that come from a position outside the range of the game world. In a realistic scene, they can be used to simulate the sun or moon. In an abstract game world, they can be a useful way to add convincing shading to objects without exactly specifying where the light is coming from. When checking an object in the scene view a directional light is often the quickest way to get an impression of how its shading will appear. For such a test, you are generally not interested in where the light is coming from but simply want to see the object look “solid” and look for glitches in the model.An Area Light is defined by a rectangle in space. Light is emitted in all directions, but only from one side of the rectangle. The light falls off over a specified range. Since the lighting calculation is quite processor-intensive, area lights are not available at runtime and can only be baked into lightmaps.

Figuring out strafing for melee

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Video game animation offers a plethora of exciting opportunities and hurtles. For those involved, this digital playground offers a rich and rewarding experience, creating animation that connects to the audience on a more personal level then ever before. As part of the basic movement for my character, strafing was the most difficult for me. what couldve did was storyboarded out the strafing part before animating.

Spring Break Game Jam

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A game jam is a gathering of game developers for the purpose of planning, designing, and creating one or more games within a short span of time, usually ranging between 24 and 72 hours. Game developers are generally made up of programmers, game designers, artists, and others in game development-related fields. So spring is here and some of the guys the wanted to work on the game before we show it off at midwest gaming classic. Our main concern was getting the player models and animations working and the build. one of the good things about this game jam was not taking an hour with ceremony like standups which usually happens every class time. another good thing was the use of technology for communication even though most the team did not attend this jam I was able to communicate with them real time with Google Hangouts. using the screen share component of Hangouts I was able to see what my peers was working on and vice versa.getting that real time feedback from your peers even if ther

On the Level Team

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For this sprint I join up with level team who just lost an artist, he resigned. one of the design guys had a level terrain made before the sprint started. all that was needed was to be imported in unity, easy right? I'm afraid not, not only I had trouble importing it in unity but it kept crashing on me.  I had came to a conclusion that his terrain was too high of polys. so I had to import into 3ds max to reduce some polys. two million, yes two million was the number of polygons on his mesh. i had a few solutions to reduce count. first one was to manually remove edges and verts that was a no go. another  way was to use the pro optimizer modifier which works.

Shaders

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Before spring break our instructor introduce us to shaders. so during the spring break i've playing around with shaders looking at other shaders. one in particular that caught my attention is  no GPU tessellation, displacement in the vertex modifier and shaders with DX11 and or OpenGL core tessellation.