Showing posts with label 2D. Show all posts
Showing posts with label 2D. Show all posts

Tuesday, December 6, 2016

2D Week 15: Group Project Final Round - Team Tinman

Team Members:
Will Perez-Valines
Boo Roseman
Kay Ghering
Yan Chen
Connor Hollis


Leah

For this week I went and made some tweaks to the saw and the lantern proxys. I then went back to our level and tweaked and cleaned some stuff up. I specifically added assets from the Scarecrow and Lion stage to blend our levels together more. I also applied Doug's material to the leaves and the grass on the level so that they subtly move. After that I worked with Bailey and Paul to create a start menu level. Paul created a tornado and did the intial block in for the level using some assets I had from past RPPs. After looking at it we both decided we didn't like the level and decided to make it Dorothy's barn on her farm in Kansas. I went in with Paul and rearranged the assets and set dressing using items from all four levels. I also lit the scene. After that Paul and I tested the menu and made sure the navmesh and tornado were working correctly. We then handed the level off to Bailey who added the actual menu controls that allows the player to select when level they would like to play.











Will

Will updated the leaf particle to be more stylized. He also took everyone's layout pages from before and transferred them to the new template and hung them on our back wall.


Connor

Connor went and updated his house with more details.




Boo

Boo helped the other teams with creating state machines and procedural animations for their characters and levels. After that she recreated the Facetree's animation since Kay updated the Facetree's rig with Connor's updated mesh.


Kay

Kay worked on making final tweaks to the laser pointer and made it so that it renders a series of debug lines, which allows it to be used as a drawing tool. She also re-rigged the Facetree with Connor's updated mesh.



Yan

Yan updated the leaf particle with Will's new texture. She also created an updated atmospheric fog particle system. After that she created a firefly eye particle system with a trigger box that's triggered on enter.







Tuesday, November 29, 2016

2D Week 13: Group Project Concept Round (Final Color) - Team Tinman

We've continued to iterate on this project and finally added color to our concepts.

Team Members:
Will Perez-Valines
Boo Roseman
Kay Ghering
Yan Chen
Connor Hollis


Leah

This week I worked on coloring two of our environment concepts, modeling some simple set dressing pieces, and making minor tweaks (such as making the sun larger).






William

Will worked on making colored versions of our Tinman concepts, editing the layout further, and making other sketches for other ideas we've had.



Connor

Connor cleaned up the facetree model and added more detail to the house model.








Boo

Boo spent a lot of time researching procedural animation that allows the Tinman to turn his head and follow the player to retain eye contact. She also worked on better animation blending between his idle to wave animation.


Kay

Kay worked on editing our laser pointer for Nick so that it now behaves more like a real laser pointer and the button is easier to press.













Yan

Yan worked on developing the apple particles some more. She investigated on how to have two blueprints communicate with one another - one that allows the apple to fall when the player walks through a trigger box and another that also allows the apple to be picked up by the player.




She also created a butterfly AI that flies within certain areas of the level and will land on any object with collision.






Tuesday, November 22, 2016

2D Week 13: Group Project Concept Round (Value Pass 02) - Team Tinman

This week we've continued with the Wizard of Oz project.

Leah

For this week I made tweaks to the level (sculpted terrain more, added some set dressing, moved things slightly, duplicated, positioned and changed the color of Yan's god rays, duplicated Yan's leaf particles throughout the level more, and made the fence larger), did more environment concept iterations, made the lantern on the lamp post larger, made the fence larger, smoothed the mushrooms, extracted place holder Tinman limbs from Boo's proxy, and made a butterfly texture and butterfly mesh for Yan to use, made a sun mesh, texture, and material. I also did some intangible work like discuss the layout more with the leads, helped with some minor optimization stuff, tested stuff, etc.









Will's animation





Will iterated more concepts for the Tinman and updated the page layout for us again. He also helped reorganize the concept wall for all the teams.



Connor

Connor worked on iterating on a lot of our models. He updated the geo for the FaceTree, defining the features and adding branch "arms" as requested by Boo for more expressive animation in the future. He then decimated it and we placed it into the level for now. He then made tweaks to the house based off of Nick's feedback from last week and he updated the oil can based off of critiques as well.








Boo

Boo iterated on the FaceTree animation and slowed it down. She also created a wave animation for the Tinman and she and Kay worked together to create a trigger box for it so that when the player gets close to the Tinman he waves.




Kay

Kay made the laser pointer from last week red for Nick. After that she then edited the colliders on the baskets so that the player can pick it up and also place apples inside of it, she then also fixed an issue where the basket would fall through the ground when the level was played. After all that she then created the trigger box with Boo to allow the Tinman to wave when the player got close enough to him.



Yan

Yan worked on more particle effect stuff. She created a chimney smoke effect for the house, updated the leaf particle effect and placed more through the level, changed the apple effect so that the apples that fall when the tree shakes are interactive, and created a butterfly particle effect using my mesh and textures.