1HAMMER

1HAMMER

Thursday, June 8, 2017

GameMod Final Post - Nick Bint

First of all, I just want to say that I am so proud of my teammates. They worked extremely hard to get the game where it is with the time we had. Its amazing to see the progress that we made after each iteration. We had a solid idea and prototype from the get go and we ran with it.  As a team we preserved and made some really great design decision to solve problems that were plaguing the game.  Adam made sure that the game got A LOT of play-testing which was a huge factor in our success. We did a good job of taking the feedback and shaping the game the way it needed to be. I think Scurveball is inching towards that sweet spot where we can take the game to a whole other level.

Out of everyone on the team I did the least amount of work by far. I was reluctant to meet in person and missed a few but did attend all voice chats and dischord meetings. I had terrible personal things happen to me over the quarter and I wasn't able to function at 100% mentally. I wasn't able to contribute the way I wanted to and/or should have. I wanted to help with the art and implementing design but I didn't want to get in the way or slow us down so I focused on the sounds. I hope that when we continue this game I can contribute more. With all that I had going on over the past 3 months I was really lucky to be on this team. Adam, Ash, Jacob, Chayanne, and Will are one of the nicest and funniest people I have ever met. Our team chemistry was strong and I'm just so thankful that I had such amazing people on my team. I probably would have dropped the class if I was on any other team.


My Contributions: Sound Designer


Initial design

Created theme music and sudden death track
- made multiple tracks to find the right one

All sound effects
- made 4 of each effect for variety

Created a sounds manager
- Allowed us to play variations of all the sound effects randomly and/or at a certain time.
- Play a sound and stop

Created the instructions page

Took notes during each playtest

- I made sure that note were being taken whenever we got feedback. Whether it was on a piece of paper, google docs, or my phone  I made sure that notes were taken. I sat next to the play-testers and took a lot of notes. I would like to think that all my notes helped us.

Even though I did the least out of everyone on the team I still gave my all. I put a lot of hard work into my music tracks and making the sound effects juicy. I did my best to contribute to the design throughout and made sure that we got all the feedback that we could get recorded.

I used freesound.org and soundbible.com to find sounds. I then imported them into Audition and Ableton Live to make them juicy.


Scurveball: A post-mortem

Chayanne Khan

Scurveball was imagined by my team of six, and I helped bring that to life. They had a certain image in mind and with my tools, they made the game that they had imagined in their head.
I've learned so much just from making a this simple hot-potato style game. I've learned how to use the Animator, organize code structure, and has helped me reinforce certain conventions I've learned in previous classes.



Special Thanks: 
Thanks to Jeremy Crockett for helping with the water cannon. He quickly prototyped the idea that our designers wanted and I iterated it to suit our game. Thanks to John Groot for helping with the Scriptable Object Singleton, which sped up our development process.


Contributions
  • Role: Programmer, Animator
    • Kraken
      • Tentacle animation
      • Behavior
    • Game Loop
    • Cannon Behavior
    • Bomb Behavior
    • Ship
      • Explosions
      • Sail Physics
      • Damage States
    • Implement sound/music
    • Designer Tools
      • Adjustable Game Variables
      • Singletons
    • Sleepless nights combining everything

Final Build Executable and Video

Download:
http://tinyurl.com/scurveballfinal

Video:
https://youtu.be/7La7vK28Ev4

GameMod Final Post - Ashley Michalak

Ashley Michalak
Scurveball was a fun and unique work experience that really helped me get experience working with multiple teammates and polishing a fun game. Things I've learned through this project is how to better schedule and assign tasks that other group members will follow, and how to better animate within Unity.

Project Contributions

Production:
-Priority Lists
-Group scheduling
-scheduled time in Sound Lab


Programming:
-Camera Follow Bomb script
-Kraken Follow Bomb script
-Menu Light Follow Cursor script
-Cloud movement script


Animation:
-Kraken movement animation
-Cannon shooting animation
-Ship Bobbing animation
-Ship Explosion Knockback animation
-Curtain opening animation


Art:
-Skull and Crossbones image
-spark image
-sign model




Scurveball Final Thoughts (Beta)

My thoughts essentially boil down to, there's always more that can be done, but I'm pretty happy with the progress the game has made from even one month ago, nonetheless two.

Role: Designer/Director


  • Lighting
  • Scene arrangement/framing
  • Cannon design (old & new) 
  • Particles (Bomb, water, fire)
  • SFX (edits/some new sounds)
  • Bomb behavior design/implementation
  • Game tuning (numbers/physics)
  • Core game design
  • Logos/fonts/marketing design
  • Playtest conducting

Wednesday, June 7, 2017

ScurveBall Final Beta Post - Jacob Fragoso

What a rush this game has been. Overall I am proud about the end result more so than I have been about any project at DePaul. Here is everything I worked on


Concept:
Initial Concept Piece
Collecting Reference
Art Style Experimentation
Color Scheme Experimentation

Modeling:
Waves
Cloud
First Ship Variant
Second Ship Variant & Mesh Collider Cut-Outs
Kraken Head & Arms
Curtains
Bomb Cut Out
Stage Light

UVs: 
Most Everything

Texturing:
Boat Damage States 1-4
Kraken
First Ship Texture

Particles:
Confetti Water Stream
Fire Heat
Fire Cloth
Confetti Embers
Smoke
Broken Wood Planks

Tuesday, June 6, 2017

GameMod Final Post- William FitzGerald

What I contributed to the game:
Boat model and its various iterations.
Balcony model
Cannon model
Pirate model (not textured)
Rigging the Squid's tentacle
Other various odds and ends around the group
General Maya stuff.
Did some UV's in the beginning.
A lance model
A Unicycle model.
Bomb model (not implemented).
I am a part of the voices in the game, so I suppose I could say I voice acted for the game.
I modified and rigged a chest model so that when it pops up a sign comes out.