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Published byMarilyn Lewis Modified over 8 years ago
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Gameplay Video
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Goals An exterior and interior level focused on a consistant artstyle. A fully animated character A theatrical experience through sound, light and in-game triggers. An AI that hunts the player and reacts to its surroundings. A playable game prototype
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Concept - Interior Focus on a grand style Large rooms to make the player less likely to see everything
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Concept - Exterior Focus on atmosphere and a sense of place
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Concept - Character Deformed and asymetrical character
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Modeling – Interior Focus on modular set pieces Lots of furniture needed to fill the house
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Modeling – Exterior Again a focus on modular pieces for the house Terrain, large scale
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Modeling – Character Animateable character – edgeflow Sculpting
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UV / Texturing Works as usual for texture maps Shadowmaps was different
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Rigging / Animation Simple rig versus IK rig in game characters Key animations only
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Gameplay Started out with ”everything through programming” Ended up with alot more done with UDK Kismet scripting
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Programming Reusing existing code AI
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Engine UDK isn’t very user friendly – at least not at first. Odd problems when importing things. Had we used unity it would have been faster at the start – but gameplay would have been lacking.
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What went well A functioning game Both artists and the programmer learnt a lot about working towards an engine and its limitations Went through the whole pipeline for several objects; modeling, uv/texturing, animation, rigging and so on. Finished alot of props Optimization Scripting worked well once used to it
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What went wrong Interior and exterior lacking in variation, even though workrate was really high. Hardly any game testing Legacy code in the UDK engine that isn’t supported but still exists Not enough polish AI is still simple Hardly any effects implemented yet Most of the game is inside the house, much more should have been outside. Project was a bit to ambitious for four people.
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Conclusion Gameplay is easily created in Kismet, even by a non programmer. We should have used our resources more, forums, contacts etc. Planning tileable pieces out with shadowmaps in mind in an early stage is important. One additional programmer would have made a huge difference In short – we should have researched more on all ends.
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