Jordie Winter Term Week 1 PPJ

This is also counting some of the stuff I’ve done over break but the hours on that were more sketchy than I’d like as I didn’t record any of them well.

Hours Breakdown:

Meetings:

• Friday Meeting- was  going to be with wagner but things happened- (.5 hrs)

• Digm Meeting – (1.5 hrs)

Work:

•Went through our website and made all of our tagging system and such somewhat consistent (1.5 hrs)

• Concepted and researched methods of better design for our characters in terms of style. (10 hrs)

tests

• This week I went through and designed a new version of our character “gangster” as I was requested to do (4 hrs)

Gangster Tests

• Animated the blank doll for the use item animation (1.5 hrs)

Total hours: 19 hrs

Positive:

-We had a team meeting to decide where we’re going this term and we’ll figure out the pipeline for creating characters this week

– The rigging system I created last term will be completely usable and ready to go for this term, all the prep was completely worth it to speed our process along now.

 

Negative:

-Our team meetings are at the end of the week so our production schedule doesn’t completely line up with the PPJ posting times

Tags:

Concept Art, Design, team fancierfish, Jordie, meetings, animation

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Busy Week 7 PPJ

This week, a lot of things happened. Because we promised Wagner a nice vertical slice for next Monday, we have to get a lot done this week.

Hours Breakdown:

  • We had a huge play test section in EGS  on Tuesday afternoon. Over 15 testers played our game and filled up the survey. (1.5hrs)
  • We had a DIGM meeting on Wednesday. We discussed how I need to modify the Golden Orb. First, it needs to be orbit instead of a random shape. Second, it need to have Mayan style decoration. Third, it needs to be shinny. Also, we planned that I will help Jordie to do the character animation. (1.5hrs)
  • I finally learned and set up Perforce. Also, I got it connected to Unity on my laptop. (1hr)
  • I did the color adjustment to the UI and final adjustment. Then I exported all the background, buttons, icons as separate sprite. They are ready to be implanted. (1hr)
  • We had a full group meeting on Friday. We analyzed the play test data from Tuesday. I was requested to do the in-game whip animation. We discussed 10 frame animation will be good enough for it.(1.5hrs)
  • Reworked on Golden Orb according to the discussion. (1hr)

items_goldenOrb_ve3

  • On Saturday, I realized that Jordie finished all the character animation, so I don’t need to do any. The attacking animation was finished by Jordie, so I need to animate the whip according to the character’s movement. In this case, there were 30 frame instead of 10 frames which surprised me. Therefore, I did the whip animation accommodate to 30 frame version. That took longer than I thought. (3hrs)
  • Write this PPJ (0.5hr)

Positive: Perforce is a great tool to share files. It is good that it has been set up. Communicating with group members during the production is very nice. Programming side people are very nice to hold my hands and walk me through Perforce work flow (log the changes, submit the files, etc).

Negative: This week was pretty much packed up. Tired.

Total Hours: 11 hours

Refine and refine: Week 6 PPJ

This week, my goal is to refine and finalize our in game items. I received feedback during both the adviser meeting and DIGM group meeting. The line weight and shading for each character needs to be unified. Also, we reviewed the new on phone UI that I made two weeks ago and the group pointed out some changes to it.

Hours Breakdown:

  • On Monday meeting, we met with our adviser and gave him the report of our current status. He saw the item art that I made and provided feedback.  (1 hr)
  • On Wednesday DIGM weekly meeting, we went over the precise measurement of the map and my art works. I am going to use monkey’s line weight’s thinner version plus the snake basket’s shading on all of the item arts. As a result, it will eventually make the art style unified. At the meanwhile, we tried out the on-phone UI on mobile devices and we see it’s layout fits them every well. However, we want to emphasize the typewriter concept more, so the buttons need to be redesign.(2hrs)
  • Full group meeting on Friday. We talk about how to set up Perforce and the dynamic camera options for the game.  (1hr)
  • I refined the art for all 6 of the items: Dynamite, whip, snake basket, golden orb, gem, and monkey. The images below are how they look like on phone. (3hr)  Btw, The icon concept was ditched.

items_diamond_ve2 items_dynamite_ve2 items_goldenOrb_ve2items_monkey_ve2 items_snakeBasket_ve2 items_whip_ver2

  • I remade and re-organized the buttons for UI mock-up. (3hr) I am really satisfied with this 3rd version of UI.

ui_ver3

  • Writing PPJ of week 5 (0.5hr)

Positive: The feedback about my art works that I received this week was very straight forward and useful. It points out where should I improve clearly.

Negative: I haven’t set up Perforce yet. Need to do it sooner.

Total hour: 10.5hrs

Items’ Graphic! Week 5 PPJ

My major task this week is to design our in game items. We came up an item list during the meeting. Although we may not going to implant all of the items functional in game this quarter, we still want to have all each of them visually designed. In order to design the items well, I did researches and took consider about the game’s art style, lore, and also the depth of details. Nevertheless, we have officially started using Tracer as our project management tool this week.

Hours Breakdown:

  • On Monday meeting, we met with our adviser and gave him the report of our current status. We gave him a promise of playable content in 3 weeks.  (1 hr)
  • After we dismissed, we had a Skype meeting on DIGM side. We have made final decision of character concept art.  (0.5hr)
  • On Wednesday weekly meeting, we went through and modified our task list. After that,  We went through the function of Tracer and each of us are assigned tasks for the week. (1hr)
  • During the weekend, I did the research about all of the items that I was going to create art (1hr)
  • After the research I created graphic art for all 6 of the items: Dynamite, whip, snake basket, golden orb, gem, and monkey. The images below are how they look like in game. (5hr) However, they still need to be animated. Furthermore, because the items are also shown on phone as items in the inventory, I planned to make each of them an in-inventory-icon.

item_dynamite item_dynamite_iconitem_gem item_gem_iconitem_whipitem_whip_iconitem_goldenOrb item_monkey    item_snakeBasket

  • Writing PPJ of week 5 (0.5hr)

Positive: By using Traser to manage each person’s tasks is the best! It show what we have done, what we are doing and what we are going to achieve. It is a great tool.

Negative: I haven’t communicate with the team about the idea of using the icons to represent them in the inventory. That’s why I only have 3 of them as concept to see if they appreciate this idea.

Total hour: 9hrs

Jordie PPJ Week 4

Hours Breakdown:

Meetings:

• DIGM Meet  (1.5 hrs)

• Quick Meeting with Berton (.5 hrs)

Work:

• Revamp Design Work For Player Sprites/Concept work (6 hrs)

Total hours for the Week: 8 hours

Some Artwork I’ve Made:

Additional Iteration Character Sheet:

role designs_edited

Positive:

-We nailed down some basic ideas for the player sprites.

-Got more iterations for player sprites done

-Presentation went well! Got more advice on how to pitch one of the most important aspects to our game.

Negative:

-Other classes deadlines hit at once; was barely able to get much work done

-Want and need more time to get stuff done

Tags:

Art, Design, team fancierfish, Jordie, meetings

Refine the Arts! Week 4 Journal

My job this week is to refine the concept arts according to the feed back from the meeting, as well as make a mock up of how environment frame looks like.

Hours breakdown:

  • On Wednesday, we had our weekly DIGM group meeting. During the meeting we had made a lot comments to the concept arts and GUI design. Also, we did research together of the art style for the environment. (1.5hr)
  • The feed back for GUI was that 20’s did not have computer. Therefore, my computer-screen-like-GUI does not work. That was a good point, so I did some changes to the initial design.( 1.5hr)ui_ver2
  • i refined the character concept arts according to meeting feedback. (3hr)roles_concept_ver2
  • i made a sample for our game environment. (2hr)map_concept

Positive: Everything that was planning to be done has been done. 

Negative: Because I attended a wedding this weekend, I couldn’t get much done until Sunday. Although I let Resh know about the situation, it’s still 1 day later than the schedule. 

Total Hours for the week: 8 hrs

 

 

Jordie PPJ Week 3

Hours Breakdown:

Meetings:

• DIGM Meet  (2 hrs)

• Full team design meeting (2 hrs)

Work:

• More looking into Website iterations (3 hrs)

• Design Work For Player Sprites/Concept work (6 hrs)

• Moodboard Creation (2 hrs)

Total hours for the Week: 15 hours

Some Artwork I’ve Made:

/More/ Finalized Mascot and logo concept work:

Screen Shot 2015-10-11 at 8.41.36 PM

Role Designs:

role designs

player red

Mood Board:

Mood Board_halfSize

More Concept Art:

couch example-small

Website Iterations:

website_1

Positive:

-Got some work done! Feeling pretty good with the artistic direction we’re going on

-Got colors down and we’re at a much better place than last week, know which way we’re going

Negative:

-Have yet to find a website design I’m satisfied with; website themes have very little customization options. Bit constricting- need to find other solutions

-Irrationally feels a little nervous things are going to go wrong

-Mental Health not the best… again.

Tags:

Art, Design, team fancierfish, Jordie, meetings

Concept Art! Week 3 Journal

My job this week is fully focused on concept art for the project. We have nailed down to 6 roles from 10 roles during this week’s meeting. Therefore, doing the concept art for those roles has the highest priority.

Hours Breakdown:

  • On Wednesday meeting, we nailed down the 6 roles that are going to be in the game. We decided what weapon and utility items that each role going to have. Besides all of those, we prepared the Powerpoint for presentation together at the meeting. (1hr)
  • ui_infoMock up on phone GUI (2.5hrs)
  • roles_concept5 roles characters’ concept arts (5hrs)
  • Writing PPJ of the week (0.5hr)

Positive: Drawing concepts arts is a really pleasant experience. Because our game is aiming at very casual art style, so I could stay in a happy mood when I was designing them. GUI mock up was supposed to be finished last week, but I pushed it to this week. This gives me more time to design it both function and appeal satisfied.

Negative: Missed our Friday group meeting, but I got the meeting notes so I know what’s going on.  

Total Hours for the week: 9 hrs