PHASEgaming

Jason Pook's Games Design Blog

Client Project- Session 14

1 Comment

Recently we all had our hand ins at the beginning of January, this was a mock deadline for us set to give us a halfway tutorial point from our tutors to give feedback on our work so far. Last blog of mine for client was some final tweaks to my hand in like improved textures. I managed to hand in on time and made sure that the engine was functional with Phil for all the learning objectives in the interactive environments module as well as peoples work handed to us to go in engine.

Moving on from that during the assessment period myself and Phil as team leaders discussed how we can try a new way of keeping everyone engaged in the project with faster work rate, this was because towards the end of the semester people was saying they didn’t enjoy doing for example 3D or a specific area of 3D like buildings. This gave an idea of a industry style pipeline to be implemented, this means that the group would be given a chance to partition into groups (maybe people they don’t normally work with) to work in smaller mini teams showing collaboration in their given specific areas. For example one person may think after this course they want to be a concept artist, so we would allocate that person to the art team. This would mean they focus mainly on the art side of work so concepts, public visuals (logos etc.) and texturing. Despite this it would not give them total immunity to 3D and other work as it is needed from everyone just they will have less of it than the 3D team.

Now this may not work and may take some adapting for people to get their own design process to adapt to the pipeline but if we can pull it off it shows we can work collaboratively as a team using industry practice which would surely add to our marks for professionalism. There may be areas that work and area that don’t so we can hopefully tailor the process to maximise our workflow. I’m thinking the pipeline as in handing your model to someone else to texture to get it back as its not fully optimised may cause some issues but im hoping the mini teams will definitely work, to start getting people to work with other people that like the same area of work and they will hopefully teach each other techniques for speed.

All that being said I called a group meeting to discuss this semester and last semester, how we did and how we are going to move forward. This was sort of a reiteration of Gareth and Paul’s meeting about us being way behind schedule and alot not being up to scratch. Nothing was targeted at any individual just a general grilling for everyone trying to hammer in that we need to pull together to finish this project. Mainly we need more work but we need speed with that, peoples speed of work is what could cost us so whether some extra tutorials or peer help would benefit the group wide up-skilling. To try implement that we are going to set deadlines, so a deadline will be set per piece and if the person does not meet the deadline then the work shall be taken off them for someone else to do, then its only yourself you are letting down the work is getting done just less and less by the people who don’t put in the time.

A few things was highlighted about re addressing our hand in work like texturing, texture quality, and optimising models. This was obvious from the hand in it needed to be higher quality but i just pointed out again.

I then moved onto the Hellblade development diary that i found, i did a blog post on this and put it on basecamp for the group to see. Unfortunately a few missed this notification so i did a little session where we watched the video as a group and then i took us through the features of collaboration, team work, design process, and adapting to your working environment. All of these we are going to try implement into our work as described above with the pipeline. The other thing was to do a development diary of our own, currently we have 2 development videos but we believe the style of the video Hellblade did was much more descriptive and professional that the process we have been taking.

We have now decided to implement the Oculus Rift into our project which when implemented into the project should attract as much attention as the last years Paragon project which had alot of views assisted by trying the rift. This is an exciting feature for us as virtual reality headsets seem to be edging into next generation gaming especially with Sony Ps4’s upcoming Project Morpheus.

This concluded this weeks client project meeting, we left giving everyone a week to figure out what they want to do in this project. But it was cleared up that they should not focus so much on what for the client project but a deeper thought into what they want to do after the course.

Then the remainder of the buildings was put into “to-do’s” on basecamp for people to claim and complete, this is just for grabs until next week when the 3D team will take priority over buildings.

Author: Jason Pook 3D

Current student at Hull School of Art and Design studying Games Design.

One thought on “Client Project- Session 14

  1. Pingback: Client Project- Session 15 | PHASEgaming

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s