Monday, December 7, 2015

Alternalien Development Part 16: What I Learned is Gaming School Is...

I've learned a great deal over the course of this semester, and I like to think that I've also become a better person.  During the first few weeks of class, as my team can testify by, I was a real prick.  I was controlling, egotistical, and a perfectionist.  But I think I've learned to set aside my ego and my desire to be the best, and let someone else take the spotlight.  It's not easy getting over yourself, but you can be confident in your work without being arrogant.  I don't know everything, but at least I know I'm still learning.


Wednesday, December 2, 2015

Alternalien Development Part 15: The Intro Part 2

Continuing from yesterday, I worked on finishing the intro sequence.  Most of my time was used animating the crashing ship as it flies past the camera, but I also have it revealing the title on its final pass.  After around 3 hours of work, this is what I had to show:


While not the most visually stunning thing in the game, it's still perhaps some of my better work, and will probably be the last thing I add to the build.

Monday, November 30, 2015

Alternalien Development Part 14: Dave and Busters

Today was pretty unorthodox as Emil had us stop deving to "have a conversation".  We basically aired our dirty laundry and ended our beefs with each other.  As a team building exercise, we told each other what we thought we were doing well and what we thought they could improve on.  I was pleased to know that my team members think I've come a long way from where I was at midterms with my attitude.  After we bonded for a while, one of our very talented programmers, Mike, treated all to a lunch at Dave and Busters.  We played games and just had fun for a while.  I think our team is going to be alright.


Alternalien Development Part 13: The Clone

I worked on and completed all the animations for the Clone alien.  The Clone is an alien with the ability to change into another object within the game.  Originally, it was that he would transform into an enemy to bypass security on certain levels, but now that we've cut enemies, he changes into a box.




Concepting him was the hardest part, as the name "Clone" doesn't evoke a particular look.  I ended up with a "faceless" identity with a small guy wearing a paper bag over his head.  When he uses his power, his paper bag consumes him, and explodes into the new object.

Sunday, November 29, 2015

Alternalien Development Part 12: Sandy

I focused on all of Sandy's animations, including his run, jump, and ability.  Originally called AlienX, Sandy was concepted to be an alien that controls time within a small bubble, being able to slow things down.  His hour glass form comes from a piece of concept art I did awhile back, where I imagines him as a literal hourglass person.



The animation for his power use is basically him flipping upside down like and hourglass.

Alternalien Development Part 11: Level Select

I worked on a few thumbnails for the level select GUI that would appear after the Main Menu.  They're both themed for vintage military hardware.  The first is modeled after a Topographic map with shapes representing hills and valleys.  The green squares represent levels within each biome.  
The second is a group of security monitors, the reason being that if the aliens are escaping a facility, then a camera would be on each floor.  If each floor is a level, then a camera would represent a level.  The second thumbnail was chosen.




Monday, November 16, 2015

Alternalien Development Part 10: The Main Menu

Over the course of the week, I made the final version of the Main Menu GUI.  The Product Owner chose the first concept I did for the final piece.  I added an indentation of our logo that was designed by Jose Flores.  This indentation was inspired by how early computer manufacturers indented thei logos into the corners of their products.