My level "The Complex" is designed around an old run-down building that has long been reclaimed by nature. My level transitions to the rest of my teams level to form the game "Adventure"
What went well:
Level Design - I am very proud of level and happy about how it is made to flow through transitions from start to end. I'm especially proud of how my rail system is made to quickly and seamlessly move the player from the end to the next level in the game.
Time management - I was able to keep a solid and steady pace and get my level completely finished and polished up to my liking.
personal growth - I went into this project with not very high expectations for my level quality but I came out of this class making something that I was incredibly proud of.
What Went Wrong:
Team management/communication - There was a slew of problems with team members not speaking out about changes going on the game or just flat out not showing up at all. There was 5 members and only 3 of us actually talked to one another and 1 didn't even show to group. I was hoping to have a similar pleasant team experience like in BFG but alas that was not the case this time around.
ProForce/unreal - ProForce was extremely frustrating to deal in unreal mainly being that my project would crash every time I tried to submit any content into to depot. This led me to just saving my project and submitting everything through ProForce to avoid crashes and save myself extra headache.
Assets - My level was not supposed to look the way it does now due problems I had with the original assets intended for the project. This led to massive change up of how my structures looked and change to mood of my level.
Overall, this group project was not a great experience. I was the only member of my team that had a fully polished level with no block mesh visible. The lack of effective communication between all members of the group was very poor and only 2 out of the 5 of us had effective communication to make our levels flow together.
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