Chris Lucas | Week 9: Rem@WakeUpYou'reInAComa
WEEKLY NARRATIVE
My focus for this week was animation, and rushing to get as many of those as I could in a workable state since we're getting towards the end of development. Mocap scrubbing actually went rather smoothly, but with a new model there will always be new changes that need to be made to animations. The parts of the model that broke are a mix between amusing and terrifying to look at, but luckily easy to fix. Me focusing on animation also meant I wasn't able to spend as much time texturing, lighting, and populating, etc, so those tasks got delegated in a new workflow.CONTENT WITH HOURS
- Cleaning Mocap (5 hours)
- Editing/Checking Animations in Mobu (4 hours)
- Texturing, Meetings, Teaching Perforce/New Workflows ( 3 hour)
WORKFLOW EXAMPLES
POSITIVE OUTCOMES
- 5-6 new animations (especially death)
- More help populating levels
NEGATIVE OUTCOMES
- Time doesn't move slower
- Our low poly doesn't seem to work well until the room is heavily populated, especially without certain effects we'll need to get rid of
POST MORTEM
So this is officially the largest team I've worked on. At first, I thought it would mean we'd get 3x the amount of work done, but in retrospect I'd say we got about as much done as we did last quarter. Of course, this is because of the 2ish weeks of planning and redesigning and familiarizing we did at the beginning, and I'm pretty confident that if we had more time our team would only accelerate in development. One of the big things from this quarter I think was my position as art lead.
I've been in charge of "aesthetic" or general art direction before, but never an actual lead over such a large group of people. I'm used to just buckling down on making assets and experimenting and getting new things in the game when I work on a project. To do this I had to make a bit of a change and split my focus between that and documentation, assigning tasks, etc. At first, I was a bit disappointed that I couldn't spend as much time just making things. However, I think I learned a lot, and I'm really glad I got the opportunity to do this. I got experience designing workflows, managing people, and communicating changes that I probably wouldn't have sought out otherwise.
Art direction was another notable thing. Switching to low-poly and flat shading was the biggest aesthetic change. Low poly is something I'm very familiar with, and while there are certain consistent problems with our models (lack of variation, etc), I can link those to poor communication, and otherwise know where to make changes. Flat shading, on the other hand, was completely new. I thought it would be faster and easier, but making the game look interesting through mostly solid colors was, and still is, a surprise challenge. Surface variation, more objects in general, and perhaps personalized lighting shaders are all things I think would help. This is definitely something I want to grab by the horns now. I've seen it work in other games, I've learned some pitfalls to avoid and best practices during this project, and I know this is something we can do.
FOUR THINGS THAT WENT RIGHT:
1. I learned a lot about managing people and being more assertive when I delegate tasks, as well as about version control
2. In the modeling phase I learned a lot about tricks you can do with model normals and edgeflow or primitives to build off of that make triangular low poly work
3. Populating levels with 70-80 rails and other furniture per scene was a time sink we maybe should have avoided but also taught me a lot about speed and shortcuts in unity
4. Also learned after making tons of gradient maps manually that Shaders are incredibly valuable, and in development should maybe be considered first before you start trying to do something in a more manual way
THREE THINGS THAT WENT WRONG:
1. The beginning of the quarter was very slow, and rapid prototyping is invaluable
2. Solid coloration doesn't work well unless you have interesting surface variation (so maybe in outdoor scenes with more organic models) or tons of content. I kind of regret going after it instead of sticking with painting.
3. Lighting fell by the wayside until later on, and it would have been nice to maybe dedicate somebody specifically to lighting and have that be their one thing.
NEXT TASKS
Polish animations and furniture








