Weeks Three to Six: The Start of Assets

With the Team theortically prepared for creating art that has a retrofuture design and early comic style colouring, I set them on to making the game’s assets. I was aware of teh relatively short timeframe we had to produce the game in, and as such set tasks in order of priority, to ensure that no matter what the game at least had the bare minimium it needed.

From this point on, the architecture specialist would be working on the Buildings and nothing else, doing so for 10 working weeks (The easter break having been treated as one week rather than their actual four) straight, although the progress was monitored each Friday as part of the team meetings.

One of our chararcter artists, the one not designated as Art Director, was tasked with the designing and animating of the Overseer, the player character within the game. This process took 6 weeks in total (One of those were during Easter, and as such technically 9 weeks), with issues such as the prior planned method of animating (Using Unity’s 2D Bone Editor) didn’t work out as intended. This particular problem was solved by instead animating the Overseer frame by frame, hence the extended nature of its development (Weeks 6 -> 9 specifically were purely animating the character).

The Art Director was tasked with creating the backgrounds for the Domes. At this point, the player would teleport between domes, and as such each background was a relatively small static image. It took 3 weeks to produce the 4 required backgrounds.

Our multi-tasker handled the musical themes during the third week, creating looping tracks for all three domes. They then designed 10 variant looks for each of the four reasource types (And eventually one of these were picked), and for the sixth week they were assigne dto another Team who needed some assitance. However, they still designed some mock-ups for the UI during this time.

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