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July 23, 2021

Trailer, Set dressing, Character Modeling

This week we focused on honing in on our design in preparation for filming the trailer. This meant refreshing our set dressing, giving our horizon a once-over, and refining our lighting/ color palette. We have been working on the solution for our horizon and making it so the VR player can’t see past the borders of our game.

Character Modeling + Animations
Dante Cameron, Katie Howarth

We have been gathering references and have now been working on a remodel for the siren and the rock it sits on. We want the overall style to be more cohesive and the siren felt out of place. We are working on a face shield for our main character, so the no face part of her will not be as jarring. Dante has also started to create some animations including a “fall down” animation to help the PC player realize when they have died/lost control or revived/gained control.

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set dressing
Shira Sterling, Dante Cameron

We have  created a stylized waterfall mesh and material that matched the aesthetic of our game, along with a rock wall/cliff for the outside of our playing area so the VR player cannot see where the game ends. Dante has been refreshing our set dressing, refining our lighting, props and water material. He also added a stylized foam particle to the bottom of the waterfall.

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We have been filming footage of our game play with updates in our environment and player abilities for our trailer, which we have edited with music and several different shots for our first pass. 

Tech - Trap mechanics + UI
Conner Witte, Maura Hayes

For tech, we are still continuing to work on the trap selection mechanic. We have run into more and more issues, where two of the three traps can be placed repeatedly (it was only once before) but there are issues getting it to properly re-attach the trap to the hand. We later mostly resolved the traps / hand issue. Scrapped a bunch of code and started fresh and it is now working as intended with one exception: when you pop a bubble to gain more credits for the traps, it will not add a new trap to the hand. We will be continuing to work on these issues.

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We also focused on figuring out the best flow for our UI buttons. We planned out multiple different ways that will help us know how many buttons and UI screens we'll need in the end.

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