Mad Castle Games Week 4

Still kind of in the fuzzy front end as far as art goes. Still trying to nail down how far down the stylized rabbit hole we want to go.


This week I:


 Created the concept art for the factory level of Lucid Shift.
 I also created the color pallet and some concept art for the objects that would populate the level.

Made some tile-able textures for our factory level (here are a couple of them):

Mad Castle Games Week 3


  We still seem to be stuck in the fuzzy front end of things. Aesthetics wise we know we want to go with a cell shaded stylized look. A visual style similar to The Witness is our projected goal but with a dash of melancholy to it. We have a level list and the programmers are hard at work trying to get our gravity manipulation working.

We are having some friction with Unreal and perforce. I managed to get my assets in after watching Kevin's tutorial (Thank you Kevin): https://youtu.be/CZ458TrIs7U



This week I:


  • Created the following assets in this image
    • Tile-able carpet texture
    • Tile-able popcorn ceiling texture
    • Tile-able hard wood flooring texture
    • Tile-able wall texture 
    • Tile-able wall texture with crown molding
    • Modeled and textured the orange waste paper bin 
  • I textured our soda can objects 

  •  And finally I helped assemble our Art Gallery for presentation the following week

Mad Castle Games Week 2

  We've settled on a concept for our game this week and are hashing out the specifics for our concept document. I now have a much better understanding of what a mire the fuzzy front end of game design is. Its been a slog trying to settle on the key features and ideas we want to present in the game. We've made it a democratic process so far but I am now questioning its ability to get things done in a timely manner. It seems for every idea we agree should go into our game there are 5 different ideas for how it should be implemented. Democracy may not be our ally here.

  Our decision to use Unreal, an engine 90% of us have never used before, also leaves me a bit skeptical as to whether or not we can achieve the gravity manipulation mechanic that was presented in my pitch.


That aside, this week I:


  • Installed PV4- we are using Perforce as our source control for this game. 
      • https://www.perforce.com/
  •  Installed Unreal Engine 4.11-2- This will be the version we are using for our final game. 
  • Created a hacknplan account for our project
    • This is where we will post and keep track of assigned tasks
      •  http://hacknplan.com/ 
  • Created a Slack account  
    • Slack will be our main communication hub. Its web and phone app, ease of access, feature set, and tools make it ideal for our groups communication needs. I am especially fond of how simple file sharing is on this platform.
      • https://slack.com/
  • Began a regiment of Unreal Engine tutorials.
    • Learning the user interface, navigation, object manipulation, working with the content browser
  • Learning the material editor- I am falling in love with Unreal's blue prints and materials. It seems much more intuitive than hard coding in Unity yet it still has the option to use your own code.
  • Worked on concept document