Posted November 05, 2021 by Grave_Affairs
#3D #chaotic #Cute #Low-poly #Multiplayer #party-game
Finally, we are wrapping up with the production of the game! In the last week of work, we have all put together our efforts into working on the marketing production and write-ups to organise our game to be published. This included continuation of working on the trailer, working through team BIO, and putting together a graphics package. This project was an exciting way to spend the past year and we are all happy with the end result of our efforts. Thank you for staying tuned!
A short summary of what each team member did this week:
Kris (Producer & Marketing)
I have spent the last week working through the steam mock-up page. Working with the provided details from the team, I put together all elements to prototype how our final product would look like when posted online.
Nathan (Design Lead)
This week was spent reanimating the cutscene introduction for the game. There were a number of issues and revisions needed from the previous version of the cutscene, in addition to a GitHub error meant that I thought it would be easier to completely redo the scene from scratch. This time it was much easier and efficient to animate now that I had a clear vision of what needed to be done taking from both my previous experience and also the notes given to me from the group.
This week I worked on finalising our press release materials for our submission, I worked with Nathan with him getting the written component done and me doing the design part of the documents. We created a fact sheet, a FAQ and a meet the team. I wanted the meet the team page to be a bit more personable so I created some small characters illustrations to go with each team member.
Teresa (Test Lead)
Spend the week trying to record some gameplay and in-game footage for our trailer with OBS but quality was really inconsistent. Ended up using Unity's in-built recorder to record all the footage from scratch. For the recording process, I had to set up new cameras, edit the level and script some gameplay for the final edits. I had bit of issue with the rendering quality in unity when the original setting at 1080p came out at 480p. The only workaround for this problem was to record all of the footage at 4k resolution at the cost of the game view fps when it is active. Having a low preview fps doesn't affect the final render, but it did mean that I had to do extra takes to compensate for some janky animations. Since our game camera is set up in orthographic view and the in-game footage is in perspective. I had to edit the entire level to hide the out of boundary spaces and clipping walls that doesn't get seen up close. It was a pretty exhausting to set it all up, but the final results was worth it.