Expectations
For this project we had the motivation to do something that met our expectations. We wanted to have a deep and meaningful lore, an original weapon design with interesting dynamics and a distinctive and characteristic artwork of the specifications we were asked for but with a personal touch.
We started the course with an engine that was quite difficult to work with and that meant that we had to restructure many of the ideas we had in mind. Above all, we had to keep in mind the times and days we needed to work on each facet that we had to work on.
Even so, the work has been more than satisfactory with the results obtained. We only had 23 students for this project. Among them, 6 Designers, 8 Artists, 8 Programmers and a Producer Manager.
Final Product
For the final result we could summarise it in the following points:
- Acceptable engine, with many applications and even if it has bugs it has been a lot of work to be able to make the game.
- A design adapted to the needs and limitations of the engine.
- The art has been one of the most rigorous of all the departments, as we had a great quality in the models with the need to be as simple as possible. As well as a dynamic environment and very different between them.
The Process
Concept Discovery
Possibilities available in terms of Lore, Enemies and Main Character.
Study of the art we wanted to focus on and testing the possibilities of each one.
State of the Engine and define the most critical points to start working on.
Vertical Slice 1
First visualisations of the Player and Hormagaunt.
Initial GDD.
Engine development & Character locomotion.
Vertical Slice 2
Amount of Assets needed.
Environment development.
Fix important bugs like Skeletal Animation.
Vertical Slice 3
Interactive objects, pick ups, UI.
Enemy attack, player attack, movement and animations.
Narrative, missions, audio playlists and VFX.
Alpha
Enemy behaviours and how they interact with the player.
Redesigned environments and very noticeable improvements throughout level 1.
Beta
Weapon specific development and finishing touches to enemies.
Exhaustive documentation of improvements and bugs in the game.
Organisation of a Playtesting in order to receive feedback.
Gold
Finishing touches on the Player animations.
Finished weapons and skills.
Implementation of VFX and SFX.
Attempt to obtain a Render with lights and shadows.
Tools & Middleware
We leveraged best-in-class tools to streamline our pipeline: