Saturday, 19 April 2008
Request for Carter
Would it be possible for you to send me a few quick screenshots of my glass shards and glass bottles with the glass shader applied, thanks. A white background would be preferable if possible, but doesn't matter too much.
Notes on Evaluation
Here are the written up notes from the meeting, they've also on my own blog if for some reason you care.
Positives
In a lot of people's eyes the very fact we managed to finish with everyone completing at least a small number of assets is a decent positive in itself. However, in the broader scheme of thigns there was a unanimous agreement that the major benefit of this project has been a general increase in Max competance, both in terms of speed and skill. Similarly, there has generally been at least some greater familiarity on the technical side relating to engines.
Negatives
The primary negative that most people have is that as a group we suffered from awful communication throughout the project, and relied too much upon the blog to communicate and not enough on face to face. This in turn lead to the secodn biggest problem, that our concept was at no point really defined, and everyone tended to have varying images of what the final piece was - also a factor in this was lack of later stage concept art to nail down what the level was going to look like (rather than the ealeir what *could* it look like). Another by product of the communicaton was that people tended to get pigeon holed in their roles, which other than Carter no one needed to do really. The art style being completed earlier, plus a more defintie asset list which didn't leave room for interpretation would have also helped everythign to be more cohesive. At the end however, it was also questioned whether the groups where too large for the project - meaning that some people never had much important to do.
What we have learnt
Obviously following on from the issues, the importance of communication has been demonstrated very clearly. In addition to the improved modelling, most people stated they felt like more competant texturers than previously, including how vital a colour palette is, both in havign one and ensuyring it is adhered to. Additionally most people now have at least a passing familiarity with Unreal.
What would be done differently
We suspect that if repeated, the Tech lead (Carter) should also be group leader, and for the most part, the other roles aren't needed - beyond the art lead defining the art style (although that should probably be more public in its creation).The concept would also need to be nailed down in a much clearer way, which would partially be achieved by a more rapidly produced art style guide, and later a more specific asset list. Also of note was that i would probably be easie to start with limited ambition and then later add to it time permitting. More regular communication is obviously also needed with people meetign face to face (although not necessarily in a formal meeting) quite regularly.
Positives
In a lot of people's eyes the very fact we managed to finish with everyone completing at least a small number of assets is a decent positive in itself. However, in the broader scheme of thigns there was a unanimous agreement that the major benefit of this project has been a general increase in Max competance, both in terms of speed and skill. Similarly, there has generally been at least some greater familiarity on the technical side relating to engines.
Negatives
The primary negative that most people have is that as a group we suffered from awful communication throughout the project, and relied too much upon the blog to communicate and not enough on face to face. This in turn lead to the secodn biggest problem, that our concept was at no point really defined, and everyone tended to have varying images of what the final piece was - also a factor in this was lack of later stage concept art to nail down what the level was going to look like (rather than the ealeir what *could* it look like). Another by product of the communicaton was that people tended to get pigeon holed in their roles, which other than Carter no one needed to do really. The art style being completed earlier, plus a more defintie asset list which didn't leave room for interpretation would have also helped everythign to be more cohesive. At the end however, it was also questioned whether the groups where too large for the project - meaning that some people never had much important to do.
What we have learnt
Obviously following on from the issues, the importance of communication has been demonstrated very clearly. In addition to the improved modelling, most people stated they felt like more competant texturers than previously, including how vital a colour palette is, both in havign one and ensuyring it is adhered to. Additionally most people now have at least a passing familiarity with Unreal.
What would be done differently
We suspect that if repeated, the Tech lead (Carter) should also be group leader, and for the most part, the other roles aren't needed - beyond the art lead defining the art style (although that should probably be more public in its creation).The concept would also need to be nailed down in a much clearer way, which would partially be achieved by a more rapidly produced art style guide, and later a more specific asset list. Also of note was that i would probably be easie to start with limited ambition and then later add to it time permitting. More regular communication is obviously also needed with people meetign face to face (although not necessarily in a formal meeting) quite regularly.
Thursday, 17 April 2008
FRIDAY!
Yo peeps on friday evrybody needs to come in to the labs for 12.00. We need to sum up how the project went and then work out what we are going to say/ do in our presentation, im thinking some kinda dance might go down well.....we can talk about it anyway.
gas masks
Wednesday, 16 April 2008
Group Meeting
As we need a group meeting of some sort to do this (from Carter's post):
2. A bullet-list post-mortem, based on discussion with the team:
we need to sort something, as we haven't managed to be all together in the same place in ages can I suggest that we all agree a time to meet on msn or something? Or at the very least just post comments to this until we've got a little bit of oppinion going. I won't suggest a time as I don't know peoples schedules, but I can realisitically do whenever.
2. A bullet-list post-mortem, based on discussion with the team:
we need to sort something, as we haven't managed to be all together in the same place in ages can I suggest that we all agree a time to meet on msn or something? Or at the very least just post comments to this until we've got a little bit of oppinion going. I won't suggest a time as I don't know peoples schedules, but I can realisitically do whenever.
Tuesday, 15 April 2008
Assesment structure for group project
Each group to put a folder on K drive labeled for their team. The level will go here. Then each team member has a subfolder below that for their personal work.
1.A walk-and-talk through of the finished level in Unreal, highlighting:
A) the development from initial concept to final environment (how well the finished product replicates the initial concepts)
B) any alternative ideas tried and rejected
C) highlighting any special features
2. A bullet-list post-mortem, based on discussion with the team:
A) what went right
B) what went wrong
C) what we’d do differently and
D) lessons to take forward
for an example see:
http://www.gamasutra.com/view/feature/3606/postmortem_saber_interactives_.php
but there’s no need to write a huge essay, just summarize the key points
3. Each team member to produce a visual presentation of their own assets in sub-folder below group folder
A) conforming to industry-standard presentation style
B) JPGs viewable in Windows Pictures and Fax viewer are sufficient – no need for powerpoint
C) all assets should show clearly wireframe, rendered and textured view, with box outs for texture sheets and any special features you want to highlight
4.each team member to place their max files in a their personal sub-folder
A) use a logical file structure so that we can find things without effort
B) include all necessary files, textures, etc
We will also have a verbal debriefing based around the post-mortem where we shall extract essential lessons that need to be taken forward to third year work
1.A walk-and-talk through of the finished level in Unreal, highlighting:
A) the development from initial concept to final environment (how well the finished product replicates the initial concepts)
B) any alternative ideas tried and rejected
C) highlighting any special features
2. A bullet-list post-mortem, based on discussion with the team:
A) what went right
B) what went wrong
C) what we’d do differently and
D) lessons to take forward
for an example see:
http://www.gamasutra.com/view/feature/3606/postmortem_saber_interactives_.php
but there’s no need to write a huge essay, just summarize the key points
3. Each team member to produce a visual presentation of their own assets in sub-folder below group folder
A) conforming to industry-standard presentation style
B) JPGs viewable in Windows Pictures and Fax viewer are sufficient – no need for powerpoint
C) all assets should show clearly wireframe, rendered and textured view, with box outs for texture sheets and any special features you want to highlight
4.each team member to place their max files in a their personal sub-folder
A) use a logical file structure so that we can find things without effort
B) include all necessary files, textures, etc
We will also have a verbal debriefing based around the post-mortem where we shall extract essential lessons that need to be taken forward to third year work
Monday, 14 April 2008
And so
The images below are from a completely new build of the map I've essentially had to build from scratch after the other one messed up so amazingly, I've reimported everyones models, although your probaly not gonna see them here -alot still need to be placed, tighened up the materials for the blockworld as well as improved the materials for peoples models
The lightings brand new and has been shifted to night time with a strong moon present, which solved alot of the problems i was having and gives a nice contrast to the amber yellows of the gas lamps. The lighting in the main room is about 60% complete I'd say so far

The lightings brand new and has been shifted to night time with a strong moon present, which solved alot of the problems i was having and gives a nice contrast to the amber yellows of the gas lamps. The lighting in the main room is about 60% complete I'd say so far

Saturday, 12 April 2008
Cutoff day is this Monday
The final date for completing your models and giving them to me, with the pivots in the right place and so on, is this monday (14th april) - any later and I simply won't take them.
Carter
Carter
Friday, 4 April 2008
Moss Questions
Just a brief thing - I'm just getting onto texturing the moss that I'm supposed to be doing - basically I'm going to make 3 different size circular clumps and one or two broad 'sheets' of it which could then be combined with the a selection of the clumps to get varying patches - is this the best way to do it?
Or alternately, could someone (presumably Carter) send me a really quick rough floor plan of where you want it to go so I can make sometihng more specific to that area. Thanks
Or alternately, could someone (presumably Carter) send me a really quick rough floor plan of where you want it to go so I can make sometihng more specific to that area. Thanks
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