Tuesday, November 26, 2013

Final Contributions: Sarah Lokay

For this project, I was set as the lead artist. My artistic vision drove the visual choices, and I was responsible for assisting with model and texture development, in addition to applying all the textures in a way that made sense for our aesthetic. I was also responsible for assisting in the visual feel of the game, in addition to creating a cohesive landscape that was pleasing to look at from all angles.  From developing the initial shape and color pallets, to breaking those pallets and working with Nate and Brandon to produce more models and textures, the ultimate final product is the result of applied feedback. What you see in the final build is the collective development of my artistic vision over the course of 10 weeks, combined with the work of my teammates to create Pinball Rush.

Last Week Review

I helped finish up polish in game. I messed with mechanics to get right variable amounts. I talked with my group to get their opinions. Helped out with what I could for the team this week.

Contributions By Brandon

This project I was in charge of sound design, but I did more then just that. Overall I managed to collect enough sounds that were used as sound effects, background music/sound, made the splash pages for rules and the title page, made all the buttons for the splash pages, made the textures that are used in the game, and initially helped with the overall concept of what the game is going to be.

Free at last

For the final week I managed to finish the rules splash page and finish the final needed variants of the preexisting textures.

Contributions

For Pinball Rush, I created the arrow texture, particle images, and most of the 3d models.  I contributed substantially to the initial conception of the game.  I supervised the creation of the other textures and 2-d images.  I ran our playtests.  I cleaned up the level Nick created, and spent a lot of time watching over people's shoulders and giving suggestions.  The following resources were pulled from the internet and modified heavily for use in our game:

Final Contributions Brian Victores

For this project I contributed most of the scripts and code on them. Brian Gabor from the tutoring lab helped me with a large amount of the balls code incorporating bouncing and physics. The camera follow java script I got from the unity resources page.

Nick Joebgen Contributions

My responsibilites for this game was to make sure that everything was running, while building the level and working with the Unity environment. Nate Chamot and I sketched out levels ideas that could be used, and then I implemented various iterations into the game. I also backed up Brian Victores with coding, handling things that he wouldn't have time to get to, such as the score and the GUI. Brian and I would spend a bunch of time talking about the various code that would be needed in the game, as well as the best way to implement it. 
Since I was the only team member to have really worked with Unity and Perforce, I also was in charge of teaching the other members how to use both systems, and come up with a way that would be easy for everybody. I also was in charge of fixing Perforce issues.
As the Producer, I helped to make sure everybody was working together and playing nice, as well as keeping people responsible for their tasks. One way or another, this game needed to get done, and I needed to make sure we would get it done. 

There was nothing I borrowed from other sources.