Welcome to my primary portfolio. It is home to much of the work I produced while at CSU Chico's Computer Animation Game Development program.
May 13, 2018
373 Game Scene - Final Presentation
Here is the presentation my group had prepared for the final class session. It details the minutiae of the scene we had put together, highlighting who did what. At the end is a walkthrough video that shows everything in action.
Each part of the buildings is made with modular function in mind. The various parts, such as corners, doorways, and roofing, are individual sections that can be shifted around at will to create another building. The same is available for the outside walls and staircases; the walls are one generic asset that was duplicated and snapped together to form larger and longer sections.
The terrain, particle and environment effects, and placement of assets was handled by other group members. As I have detailed previously, I was given the task of creating a laundry list of small assets to flesh out the scenery. This includes furniture, containers, decorative items, gates and fences, and so on. In addition, I attempted to unwrap each model's UV data and arrange them in a way that would fit within the limited texture data we were allotted. In the end, my teammates took what I had created and textured and arranged my models how they saw fit.
Creating the models was not difficult. I was given ample polygon budgets, and while initially I attempted to keep my polycounts as low as possible, on later models I focused on providing more detail that the small textures could provide. My process involves a lot of extruding to slowly mold a model into a desired shape piece by piece, and also breaking something down into one specific part or half and mirroring it through the necessary axises when it's good enough to do so. The most difficult and time consuming part was unwrapping UVs. It was unfortunate that I spent so much of my resources on trying to intelligently place all the different UV spaces, when it so happened to be that my teammates found my UVs to be poorly cut and they ended up rearranging everything to fill out available space. It made me feel as though I had not contributed in a meaningful way.
Going forward, I would have liked to have a project of this scope with no other distractions to take up time and energy, so I could really make something fantastic. I imagine that, in the industry, people aren't constantly having to worry about other simultaneous projects that aren't directly related to their main field of work in a tangible manner. I found that my group seemed to have created more professional materials than I had provided, which again made me feel less than enthused in my work.