2D and 3D animations
This week we were preparing elements that we didn’t have time to implement for PGF but we want done before the showcase in November. We were focusing on the first 2 level designs, UI elements, character animations and storyboarding for some cutscenes we are planning.
A short summary of what each team member did this week:
Kris (Producer and Marketing)
This week I continued to improve on the art elements for the game. In the first part of the week, I was working on illustrating the character select menu UI, which required 4 illustration and some design work. I worked closely with the rest of the team to receive feedback on the progress and make sure that the UI was clearly readable and easy to understand. This part also included me designing custom controller buttons based on the style guide colours that can be further reused for other elements of the game. During the second part of the week, I closely worked with Evie to create the first animation sequence for the game’s cutscene. By Thursday, Evie provided me with finalised sketches for each shot and I began to polish them. My part is to line art and colour the shots, as well as make sure that each element is placed in a separate layer group so we can easily animate it in the future. In the upcoming week, I will be continuing work with the finalisation of the shots and provide them to Evie to shade.
Nathan (Design Lead)
I spent this week sorting out the updated lighting for our first level. Taking into consideration the feedback from my group I brightened and warmed up the overall level. Removing the glow from the windows also helped the emulate the appearance of daytime, in addition to a number of spotlight in place of sunshafts.
Evie (Art Lead and Marketing)
This week I worked on providing Kris with some more detailed storyboard sketches for our first animated cutscene. I found it way more difficult than I expected because it became very time consuming drawing out the town scenes, regardless I found it very enjoyable and it was great to see how the scenes we’d visualised were coming together. I also made some mockup logo designs for our game studio, I wanted to incorporate different elements of our studios identity into the logo and keep it fun and youthful.
Teresa (Test Lead)
Spend majority of the week finishing the new player interaction animations. I still need to figure out why the constraints aren’t working for the book model. Ferryman is the next on the animation fix list. Last thing to do would be implementing animations.
Grave Affairs
Get your shovels ready!
Status | In development |
Author | Grave_Affairs |
Genre | Simulation |
Tags | 3D, chaotic, Cute, Low-poly, Multiplayer, party-game |
More posts
- Post mortemDec 03, 2021
- Final weekNov 05, 2021
- Promotional materialOct 27, 2021
- 2D animationOct 18, 2021
- Week 10Oct 05, 2021
- Week 9Oct 03, 2021
- After PGFSep 21, 2021
- PGF weekSep 16, 2021
- Week 6Sep 09, 2021
Leave a comment
Log in with itch.io to leave a comment.