Aidan Prehoda Final Devlog
Here is it! My final devlog! This project was a great experience, and I want to show off what my process was during the semester. My main contributions in the art team was finding and making the character animations, and working on the chapel artpasses!
During the first couple weeks, I helped search for premade animations that would fit for every action the NPCs and player character would have. However we couldn't find three specific animations, those being the guards waking up after being unconscious and the player character dragging an unconscious body. I was tasked with making those three animations in Maya.
Guard waking up on back -
Guard Waking up on stomach - Dragging body -Once that was done, the rest of the time was devoted to making the Chapel, which would be the final level of the game. I worked with Patricio Blasetti who made the whole layout of the Chapel. The whole interior was laid out very well, and there was even the idea for an outdoors area at the beginning.
The next couple weeks following the first artpass saw me sprucing up the interior of the chapel quite a bit and adding more to the outside. For the interior I added a flickering light effect to the torches, some light rays spilling through the windows, and dust particles. And for the outside I added some trees, hedges, a barebones outdoor party area, and was lining the very outside of the map with houses.Now it was at week 10 where I had learned my biggest lessons, both in a technical and teamwork aspect. For starters the lighting was atrocious. When viewing the level in the lighting performance view, the entire level was bright white which indicated bad lighting performance. I had to heavily tweak the lighting to ensure that the level ran smoothly. I also disabled the shadow casting of the chandeliers in the main chapel room to brighten it up a little. The other lesson learnt was keeping on top of what the other levels looked like and talking to the design team. I was not aware the chapel was located right next to the castle in the garden map. Had I looked at the garden level, I believe the chapel could have looked different and maybe even better than how it came out. There was also the issue of the exterior which I had put some time into. It was not at all consistent with the garden level, so in the end the entire outdoors area was deleted, and the windows were given a tinted glass texture to keep the outdoors hidden from the player.The weeks following this involved some minor tweaks to the light flickering effect of the torches. Originally they were way too strong and hard on the eyes. The final adjustment involved changing the floor texture, which in my opinion really helped brighten up the interior even more.
My very last addition to the game was quite a fun one. I was tasked with helping make the second teaser trailer. Of course I had become ill at this time which really didn't help, but nonetheless I'm very happy with how things went! It was especially fun having to break some of the game to actually set up the shot we wanted and add the Prince following the player character out of the castle.
Overall this project was very fun, and quite the learning experience for me in more ways than one.
Get Date the Prince
Date the Prince
Infiltrate the castle, steal your lover, and escape silently
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