Category: 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…
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…
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…
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.…
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…