SUMMARY
“dog” by Mark Ittleman is licensed under CC BY 2.0.
Role
Character Designer
Intention (SMART Goal)
By March 1, as Character Artist, I will have evidence of art animation by following How to Make 2D Animation in Unity for Session 4.
PRE-PRODUCTION – INQUIRY
Leader(s) in the Field / Exemplary Work(s)
“Consider time a precious thing” – Look at what you need to do, and find the fastest way to do it.
“Think about how the design looks in comparison to the game”
“need 2D as a requirement” – Should focus mainly on 2D but knowing 3D isn’t bad.
“Strong project managing/producing skills as well as artistic ones.” led them to finish early.
A personality that fits ideals and beliefs along with good artwork.
Wants to try new things that align with self without giving up old talents
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I’d never actually heard Lynne before this session but when searching for a leader in the field, that interview popped up. I was really drawn to her art and reading through the interview I thought there were a bunch of tips I could pick up on.
Training Source(s)
0:32 – Can Import Multiple Images as an Animation
1:30 – Cropping Whole Animations
2:55 – Don’t Need Loop if Controlled by Action
10:16 – Separate Events for Idle and Moving
15:20 – Crop Empty Space
Project Timeline
Help rebuild the game in 3D.
Copy and Paste Designs into 3D
Work on “Player Using Weapons” Animations
Improve Monsters Visually
Create better Decor
Rework Old Weapons
Add a New Monster(?)
Fix Bugs
Proposed Budget
1300$ – Mac
136$ – Construct
Feb 1st – March 1st
PRODUCTION – ACTION
The GAME Creation
Skills Commentary
Overall, my SMART goal didn’t end up applying very well toward the remake of our game. First of all, as soon as we finished the pre-production section of the game, I learned you can’t animate in 3D Construct. So, instead made the tools appear when we used them and then worked on the second goal in my list which was the new enemy. I also worked on a couple of other small things to help us transition to 3D.
Skills Evidence
POST-PRODUCTION – REFLECTION
21st Century Skills
Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)
During this session, I don’t think we ran into too many problems other than the lack of time. Since we already knew what we were going to do the only real challenge is how to get it into 3D. Once that was done I don’t think there was much to learn. That’s not saying I didn’t do anything this session, I’m just saying the next session on this game would probably be more dynamic.
Ways of Working (Communication & Collaboration)
I think communication in this session broke down. We had a group chat that was created in the previous session, but it’s been collecting dust since then. This affected the project a good amount, like things being missing and not a lot of progress being made outside of school. However, in school, it was roughly the same amount of communication as last time but without Avery.
Tools for Working (Info & Media Literacy)
This session was my first introduction to 3D and I wouldn’t say it’s great. 3D Construct just isn’t very good and is very limited due to the fact it’s not “True 3D”. Even if I don’t fully understand how it works it’s still nice to have it in case I need it which I will for the next session.
Ways of Living in the World (Life & Career)
I think that this session was the most mentally burnt out I’ve felt throughout the school year. Last session I didn’t think we would be able to finish some minor things but this session I didn’t expect us to even finish the map. I’m proud we were able to tough it out and create at least a decent product, there are still things incomplete things but that can be fixed.
Reactions to the Final Version
Hunter who was the advisor for this session had a few things to say.
• He mainly talked about the fact that the game was missing a main menu as well as a proper ending screen.
• He also told us to clean up some of the sprites.
• He says the game has some potential considering that we have a blueprint of what we want to do.
There were no peer comments during any of the reviews of the game.
Self-Evaluation of Final Version
To start, I wholeheartedly agree with all of Hunter’s statements. The main menu and end screen were our last priority when they should’ve been way earlier. Our game suffers due to the art style being split in two between objects with a black border and those that don’t. Also, there were many important mechanics removed from the previous game like the crate, self damage as well as the space background. However, I don’t think the 3D game is a direct downgrade because with 3D there are so many more options for what we can portray rather than Top Down.
Without self damage the game is rather bland but that change was created in order to fit better with the Shooter genre. When the game is fully transferred over it’s probably going to be a regular fun experience. There are still many things inside the game that are undecided like the story and ideas for new mechanics since we haven’t even created anything past Level 1. However, next session I think a lot of improvement will be made.
Grammar and Spelling
Grammarly
Editor
Sam M