Art Team Devlog - Sprint 2, Week 1


This devlog serves as a record of the art team's focus for Sprint 1, Sept. 15th-22nd. The team is working on separate pieces with the goal of bringing it all together to create a good looking game! Below are all the individual devlogs from each member of the art team.

PARKER: 

For the next few sprints, I will be working on set-dressing the currently updated blockout. I am focusing on the main/entrance area that the player sees when they first enter the Barracks. I am also doing some 3D modeling with the model Dead_Zub, I brought him back to life and combined him with a drone that will be following the player throughout the game. For this week I worked with the team and discussed the models they were creating, of which they are looking great so far! We split the main level into sections to make it easier for everyone to work together on set-dressing. I pre-made material instances of the Master Material created by Callum, so that other artists can avoid creating their own. The chosen colors are based off the main texture sheet used in the Synty assets. I also continued working on the set-dressing of the main Barracks area




CALLUM:

  • Organized/Created Asset Overview map.
    • Necessary for faster and easier set dressing via the Actor Palette plugin (Allows dragging and dropping assets into a level and having all of the assets laid out to peruse options)
    • Sorted all pack assets (excluding asteroids and planets) into labelled categories.

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ANNASTACHIA:
For this Half of the I worked on finishing the UI Icons and started making the menus look Nice. I am waiting on Fonts to add finishing touches to those menus.

I created a button Image for when it is stationary hovered and when it is pressed. The example above is the main menu buttons.

In this image are the buttons outside of the UI and then the UI assets that show what the player has unlocked. These will go on the bottom right of the screen and appear when the player unlocks that Item.

The rest of the sprint I want to add more to the menus especially when a font is picked out.





AALANI:

This week I rehauled the Bonesword once again to be more optimized for in game, along with making the IK retargetter to fit the animations for our models. There were some minor hiccups with the arms being too long, but I think I just have to adjust the target to the rig to match the Manny Rig. The Bone sword end vertex was causing some issues for proper UVing but with some help with Parker I think it should be actually done now.

Moving on to next week, I’m going to start working on making solid colors for the walls first of my section of the level, and start to set dress with the props we have.






KYLAR:

So far for the first week of this sprint I worked on lowering the poly count and changing some minor details of the Grappling Hook and Shotgun. I mainly changed the spikes/bones on both models to look less smooth and the forend of the shotgun to have less ribs. I’m still changing a few things but this is what I have so far.


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