Technical and aesthetic qualities
Because of the genre of game i am creating i knew that the colours would be limited to dark, natural tones and textures, this was so when they were combined together they’d influence the mood which i was trying to portray in my interactive environment.
Did you use the tools at your disposal effectively?
The main tool at my disposal was the Macs at the college, which I used for nearly everything in this unit, ranging from conducting research to modelling my project assets, so in my opinion I used the tools effectively as they allowed me to achieve something.(Other than using the Macs I used my computer at home to finish off any work)
Challenges and limitations encountered?
The biggest challenge i came across was when i first began the modelling stages of the project as originally i had little experience in the programme but over time i began less and less limited in what i could achieve.
Why did you make certain decisions and what was the impact?
A decision I made early on into the project involved the aesthetic/art style of the entire game environment, although I like to look of low poly, bright coloured games and would enjoy modelling for one.I knew it that the post apocalyptic environment I had chosen to create meant that the art style of the game would have to correlate with its gameplay and tone.
What was your strongest area during the project?
My strongest area of the project was when I was tasked with creating the story behind the game.I put time into researching examples of ‘end of the world scenarios’ and the aftermath(s) they leave behind. I found one which would fit with the story of my game and then chose the location to set my game, and looking into architecture of Seattle, Washington. This helped me create an image in my head of what the apartment environment would look like today, i then used my research on the abounded buildings in Chernobyl to picture what they’d look like 10 years after nuclear warfare caused firestorms across the US.
What part of your work could you improve on?
Overall organisation of my Cinema4D assets, what i mean by this is making better use of the nulls and select and group, also next time i need to delete the copy made of an object once i bake it, so i tiding up as i go along