CAGD 470
In Sprint 4, I worked on models for the game, like a base for the player to search for loot, a skeleton of a creature, and lastly a sea fan coral. The first task I took was making the base. I made it easier for myself to make the walls modular, so they are easy to put together.

I made the map look damaged, with a tower in front that fell apart, to give the feeling that the structure was getting too old. The player can swim through the building, trying to find collectables to loot and take back to sell. I made sure the player can access the inside by placing a character model from Maya in the middle of the doorway to match the exact height. If that wasn’t checked, during testing of the game, the player would get stuck at the door, not allowing the player to even attempt to search for loot. The next model that I worked on was the coral so that the world can have more to offer. The coral had me stuck for a while, just on how to approach the shape and try to get the right feeling.

I got a reference from another model already created, placed the image plane, traced with a cube, and extruded the faces to match the shape. It was a mission to UV the object just because of all the square tops and different branches that I had to cut in order to get the UV shell ready for texturing. An issue occurred when trying to texture: I would bake the model but saw that the middle piece did not match the rest of the model. The texture would wrap around the shape, but the UVs were badly cut, causing the texture to display poorly. I went back into Maya and fixed the UVs in that area, and when I returned to Painter, the problem was resolved. Something I wish I had done better is to use thinner lines for the branches, but the model still came out good, and it is ready to be part of the game. The last model that I worked on was the bones of a sea creature to be placed on the map. The player will be able to go between the bones of the creature and kind of spook them out when they scan it and realize something bigger is down in the water.

I got a reference for this one as well, with the model having lots of extrusions and having the right shape so it didn’t look ridiculous. The hardest part for me was making the ribs. I had to guess when it started to get to the fin because, in the reference, the rib was covered. So my solution was to trace the bit that I was able to see and follow my guess of the rib where it was covered, and it came out well. Going into the next sprint, I will be modeling again to get more props for the game. The other task I will be taking on is to set up the rest of the scene for the player to sell his items. This will involve adding an island to the scene I made last sprint so the team can see how it will look in-game. Lastly, something that I didn’t get to complete this sprint was making the last coral. That will be the first task to take on so it doesn't sit there any longer and so I don't miss the chance to get to it again.
Me No Sea
Sprint 3
During sprint 3, I worked on some props for the map and an item that the player will get to purchase in-game. Another task I was assigned was making a scene where the player will go to sell the items that they found while underwater. The first item that I worked on was a glowstick. The glowstick will be a purchasable item in-game.
Me No Sea
Sprint 2
In this sprint, I was in charge of the tutorial level, with tasks of UI and getting it ready for the player to understand the game. The first task that I completed was getting text to pop up when the player triggers the collider. This wasn’t a cakewalk because the text would overlap when the player hit the collider over and over again. The other issue was the text being cut off when the player left the collider and the text not loading back in so the player could read it.
To resolve the problems that I was facing, I asked my programmer why this was happening. He advised getting rid of the panels that held each text box and just making them into one. This helped a lot, making the game not load in all the panels and also having one panel controlling everything. We made the colliders hold each text, and they will display the same as the panels being duplicated. For the text being cut off, my programmer added code to my script to prevent the cut-off from happening. I also tested more with the text and noticed the second problem of the text messing up, and that took 2 hours to have it work perfectly. Something that looked like it was an easy fix turned into a small nightmare, but eventually the problem got resolved. The next task that I was assigned was making sure the player could understand the game controls, and my idea to the lead was to have the controls displayed for the player in-game to look over.
I pitched the idea to the designer because my vision was not to implement the controls tab in a menu but to have this display as soon as you start. The player can read over the controls and hit Tab to make it disappear. The player forgets the controls, so they don’t have to pause the game; they are going to be able to just hit Tab and continue on with gameplay. This menu will pop up during actual gameplay and not the tutorial level itself because the map will help the player learn how the controls work. The other tasks that I was working on for the tutorial were implementing task completion so that when the player finishes the tasks, the player will activate a door.
In this picture, the wall ahead will move to the side, and the player can enter the room, get greeted with a congrats, and be able to go to the actual game. Since the player didn’t do any tasks as shown in the picture, the wall ahead isn’t going to open for them.
Me No Sea
Sprint 1
For Sprint 1 of this new title, Me No Sea was fast; the deadline was only one week. For this project, I will be working as a 3D modeler/Flex. Having everything prepped for the team by the designer helped the team see the vision they were going for. The producer started sending out tasks for the team to get started. So, the first task I tackled was making the tutorial map. The map was needed to help players understand the gameplay before jumping into the actual game. I made sure to always show the designer the map outline and make sure he agreed with the design.












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