Jake McKenna - PPJ 02
General Updates:
Personal Updates:
I had a bit of a trial by fire with the Git-Hub this week. I came out the other end having learned how to properly use it, but there were some small losses.
I built a new tutorial level. It's not super pretty, but it teaches you a bit about the movement, environment, and combat. I plan on refining it a lot more in the coming week. I hope to go through and make a few more meshes in Maya to help with blockouts. Right now the level isn't really air tight either, so that's something I need to address in the next couple days.
I also went back to the previous week's level and added in a "choice" I wanted to see how it would feel to choose between two paths. The idea was to present the player with two options, prompting them to double back and try the other one, or potentially plan their route to hit the missed path. I'm not sure how I feel about it yet. I'd like to do some more refining and see what the playtest feedback says.
Additionally, I helped work on the playtest survey. I didn't do too much, Malcolm and Jake D. deserve the credit on that one. I ported over some of the questions from our Journey's End survey and advised on rewording some stuff.
I also attended the Design and Art meetings. I helped walk the team through the process of doing a ground up world build from a writing perspective. It seemed to help answer a lot of questions about where the art direction should go. I hope to continue help with that process as much as I can.
Finally I, with peter's help, made another core prefab for the checkpoint based levels. This way Malcolm and I can easily create levels of either type in the future.
Total Time: 9-11 hours if you include the meeting 8 if you only include work.
Work Samples:
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