Major Project Development Log – Overview

Development Log
Team managment: We chose Max to be the team leader and organiser right from the start of the project. because he is the sharpest and best at organising. In order for the team to know what needed to be done and how much time they had to complete it, we set up a gantt chart and a trello board. We communicated using apps like Discord and had in-person meetings to go over all we needed to do and check our schedules. We also take a look at each person's primary skills. When asked if they were comfortable with the tasks they were performing, everyone said they were. After a few weeks of development, we would hold a brief meeting to check on everyone's progress. If somebody wasn't keeping up, we…
Read More

Major Project Development Log- UI design

Development Log
Making 2D components for the UI was another responsibility I had for this project. This meant that I would create UI design concepts and present them to the team members for feedback. I would then replace the default elements that they had used after another team member had developed the functionality. I would create user interface elements for sections like the main menu, dialogue boxes, and a HUD if necessary. I had to discuss with the rest of the team what UI components the game required before I could start creating any UI. Evidence Boared: We intended to incorporate an evidence board so that the player could connect pieces of evidence and increase gameplay immersion. I sketched out a plan for the evidence board, and another team member suggested that…
Read More

Major Project Development Log- Cut scenes

Development Log
Pre-rendered vs in-game cut scenes: I debated whether to make in-game cut scene or have them pre-rendered for this game. The advantage of having pre-rendered cut scenes is that it allows me to assist in the transition between different levels. Instead of a basic loading screen, I could mask the change with a pre-rendered cut scene, making it more immersive for the player and preventing them from feeling disconnected from the game they are playing. In-game cut scenes will be tailored to the game's resolution, allowing them to fit more into the game. Pre_rendered cut scenes can only be recorded at a specific resolution. For example, if you record a pre_rendered cut scene at 1920 x 1080, it will only be displayed at that resolution in game. Opening Cutscene: I was entrusted…
Read More

Major Project Development Log- Main Menu

Development Log
Any video game's main menu is crucial. It is always possible for the player to get a sense of the game by simply gazing at a simple interface. The primary menu must tell a story in and of itself. I looked at the concepts that I and the team had for our main menu, and after we decided on the 1920s detective game, I began looking at simulator games and other forms of media for inspiration. LA Noire was the main source of inspiration for me. The main menu gives the user a sense of the game's tone and uses the landscape to assist tell the story. By projecting shadows on the wall, the menu has a distinct ui aesthetic and is simply laid out with the options readily apparent.…
Read More

Major Project Development Log- Character Creation

Development Log
Character Concepts: Before beginning to create any characters, I reviewed the proposal documents that my team and I created to get a sense of what the characters will look like. I knew the game would be set in 1920s New Orleans, so I began producing sketches and mood boards to show the rest of the team the style and ideas I had for the characters, as well as whether they wanted me to make any modifications. CC Tinsley: I began with the primary character, CC Tinsley. I began with this character because I would be using it for the main menu and other members of the team would require it to begin working on other sections of the game.I came up with some initial designs for different kinds of attire for…
Read More

Major Project Post 5 – Project Management

Proposal
Our team is attempting to keep open lines of contact. As a team, we believe that if we do not correctly convey our ideas, the end product will fall short of expectations. In this blog, I will go over the many methods that we communicated as a team to ensure that the final result was correct. Group meetings: We had a number of meetings over the course of the project during the original idea development and prototyping stage. Some of these sessions were in person, when we would all sit around a computer brainstorming new ideas with the rest of the team. During these in-person sessions, we would be able to show other people our prototype project and solicit thoughts and suggestions from outside sources for improvements to the game's…
Read More

Major Project Post 4 – Pre-Production/Prototype Work

Proposal
After deciding what I wanted to do for the main menu, I started working on a rudimentary prototype for the Unreal project. I began with creating the UI components because they are basic and can be simply produced utilising everything that Unreal offers. After the UI elements were constructed, they were placed on the screen, and a 3D environment was made behind the buttons to provide an intriguing aspect so that the player could see something fascinating on the main menu. Following that, I linked the menus to various cameras in the level blueprint. This was done so that they would move based on whatever menu you were viewing (this was done with the help of another member of the team). GIF displaying main menu Level Blueprint Menu Button Blueprint…
Read More

Major Project Post 3 – Idea Development

Proposal
In this post, I'll present mood boards and character conceptions for the main menu and characters. The first mood board illustrates several kinds of main menus from which I might draw inspiration. I like the concept of having the UI move in the background since it adds depth to the menu and gives the player something to look at. Because the main menu is the first thing the player sees, it is critical to provide first impressions and provide the user with a basic sense of what the game will include. I made concept graphics for how I want the menu to look. I began by creating some placeholder buttons and a character concept. I then constructed a 3D version of this menu to further demonstrate my concept. My secondary…
Read More

Major Project Post 2 – Research

Proposal
Inspiration: After coming up with our idea of the game we wanted to create, we imminently began coming up with inspirations that have inspired us. The group was highly influenced by several games that shared certain characteristics that we included into our own game. Below is a list of these games, along with the various characteristics and a brief explanation of how they are employed in our game: The Return of the Obra Dinn (Game) The game The Return of the Obra Dinn is a first person non linear game where in 1802 an East India trading ship sails from Falmouth to the Orient with 51 crewmen and 9 passengers. The ship is reported lost after failing to meet her rendezvous at the Cape of Good Hope. The Obra Dinn…
Read More