What now? The long road to making cool things.

Now I have finished college , I ask myself “what to do?” new projects maybe, trying to expand onto other fields such as programming in C#, Java or even c++ given the recent trend in those other languages popularities.

So after the recent synoptic project, it has come to my attention that now I have some free time on my hands; it also presents the best opportunity to dive deep into the programming world and I have a few recourses I can choose from such as the Unity Q&A Forums, Brackeys (YouTube) and also GamesplusJames (Also YouTube). With all that together, I can create some cool effects and also learn the basics of programming during now till September when I hope to go to University. That been said I do have other things going on in my life … I can’t be stuck behind a keyboard for ever I’ll go mad.

Continue reading “What now? The long road to making cool things.”

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Synoptic Progress.

We are coming to the end game of our projects and its safe to say that there is a more visual ending in sight.

By this I simply mean that its safe to say that there will be something by the end of the project and MVP can be shown by deadline. I have struggled a lot since the beginning trying to prioritize my coursework, placement & other personal projects all ready for the end of year.

Now I’m going to try and push myself to learn programming to thus understand not just how it works but also how to structure code in the future.

Visual the game is coming together a more assets are pushed through, I have also contributed into making other graphics and fixing some, there have been instances where some of the maps were not working, thus I went onto Photoshop and added the characteristics needed such as extra lighting on brighter colors or the need to add more white to an alpha map.

Tutorial Roomo

Speaking of which, this also was shown to be really handy when it came to creating emission maps although this time I used after effects to give the glow a more revealing effect then adding a drawn over effect so therefore the player can realize that the effect is active and working as it should be.

Emission maps making use of the emission maps.

This was then taken into account, so I then moved onto using the emission maps in programming, So firstly with the help of one of my tutors. There was two scripts created; one for the door and one for each button so therefore the player can open the door via a key-code.

Speaking of which, the key-code would be shown on a tablet placed on the far back corner of the room which would have to be traversed by the player, read, and then the player would follow the code shown in chronological order.

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Synoptic Project: Something visually new for gameplay.

I have tried to make gameplay easier for a player to follow; To do this I could do many things environmentally.

Light leading, sound, linear design, breadcrumb method (I’ll get to that later) etc.

But instead I wanted to try something new and introduce myself to the world of video effects in unity. So I went about researching how to play videos in unity as maybe a transparent floating icon to help the player understand the mechanics visually.

So I went about creating the icons first and foremost, it came in many different forms but I settled mostly around this design with a few tweaks.

Temple_Raid_ROCK.mp4

Continue reading “Synoptic Project: Something visually new for gameplay.”

Synoptic: Filling out the tutorial room.


It’s coming to the end of week 5 and we’re now in full control of our slippery slide from last week. With the burn down chart completed and updated, development can now go into full swing; lets start with Unity and all of its bits and bob’s.

Firstly, we now have a working mechanic that opens the door when the button comes on collision with another object such as a ball (that was actually set specifically). This was used by the animator window which I’m yet to understand as I needed some assistance coming into this entirely new tool.

It works by having an animation made to a specific object then, placing it within the animator depending on when you want said animation to occur or what you want it to be played in connection with or have connections for that matter.

Animator page
Animator showing open and closed states

I then proceeded to start the code with the help of the tutor as I had no idea how to link the animator and a C# script together. And this was the final outcome…

Ball_Trigger
Pressure activated door.

Continue reading “Synoptic: Filling out the tutorial room.”

Idea generator, team collaboration & planning for project: Temple Raid.

Before any of my major projects from college start coming through I tended to just jump head first into anything without any idea of how I should lay things out before hand.

And considering I have a number of good projects, I find that some of them I got lucky on because I didn’t take the time to plan prior to development. Yesterday ‘Thursday 22nd’ I had an idea for the main menu and to also include the 3D artist on our team. So I then approached 3D & Project lead to present the Idea to them In relation to this, I was to get the concept piece from the 3D artist world which shown the temple Outside facing towards the camera. I thought to myself ‘I can use this environment as a menu’. Both Project & 3D lead gave me ways I can include this later on and also had Ideas of their own which I have jotted down. This would also include me and the 3D artist ‘Amy’ to collaborate in the creation of the menu.

20180223_1316151115269473.jpg
Quick draft of menu positioning

This would mean going back on practices I used on the Don’t wake up game menu…

Menu
Don’t WakeUp game menu

The environment being 3D and to either include specific objects as UI navigation or to instead Insert the buttons as 2D GUI in turn slightly adding Depth of field to the background so there is depth within the game scene.

This was the reason I mostly added the main menu flowchart in the first place.

Start_Flow

The asset list has been updated for me to finish my individual production schedule and also to further add more to my contribution form.

Synoptic Project: TEMPLE RAID – Week 3

Week 3 is in full swing and furthermore Pre-production is coming to an end thus making the next couple of weeks more hopeful in terms of actual development, also I have been practicing more of the controller mapping for the player and will now be focusing a little on the UI for maybe a pause menu or a simple starting menu.

Additionally, I have expanded the block out world according to the maps that have been provided by Project Lead. Furthermore, I have went of the plans to make sure how it will be visually presented in 3D space.

Unity_World
Blocked game world screenshot

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3 years of studying Games Design: Part 1

This is a rare blog for me to write, and that’s because if you’re used to reading my blogs. It has been packed with subjects relating to my many years on game design at college.

Anyway, it’s about time I recap on how far I’ve come in since the first day on Level 2 Games design to the Next Gen games design course. The year is 2015 (definitely not a dramatic trailer intro), I come into college with an open mind and expecting to have a mind-set to someday create something cool.

I have many memories of coming to class and enjoying the roar of enthusiasm! Literally sometimes which was good but didn’t help with concentration to be honest and I’m sure that’s why the course asset requirements were a pair of headphones besides sound engineering.

Continue reading “3 years of studying Games Design: Part 1”