Production Sprint 1 Week 1 - Start


After we got approval for out prototype last week, we focused on the following:

1. Planning

We spent a significant chunk of time discussing how we will proceed with Production and making a detailed plan for sprint one.

2. Code

As is the case with every prototype, the code for our prototype was written in a quick and dirty fashion. This week everything that was written so far was basically scraped. Our Programmers are working on rewriting the code and rebuilding the functionality of the game - creating a more organised generator system, creating the pickup system, handling basics like camera tracking and movement.

3. Art

Now was the time for the Artists to really start producing some content. One of the artists redid our existing shaders, currently giving us this shading style:
 

The Shaders are very dynamic to work with, and the fact that textures don't have to be painted on a UVW map, but are rather sampled from an atlas, is extremely useful and greatly speeds up the workflow. The look will be refined as we go along, but right now this is the direction we're headed towards.

The other Artist focused on the creation of characters and props. We were planning to test a workflow which bridges using Oculus Gravity Sketch for concepting, Zbrush for dealing with the geometry and Max for touch-ups and unwrapping. (exemplified by our Golem character below):

Steps: VR sketch -> Dynamesh and touch up in Zbrush ->ZRemesh and Decimation in Zbrush -> Smoothing and unwrapping in Max -> Colour in Unreal Engine

The same process was done with the Shapeshifter character. Both currently, with the applied shaders and colours, look like this:


Some parts of the models might have to be readjusted for animation purposes, but that we will see the following week when we test some basic rigs and animations with one of the characters.

Short dev log this week, but hopefully we will have a new build and new features next week!

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