ARCH1392 - Digital Collaboration Studio
Member of TEAM OMEGA

Saturday, June 13, 2009

Team meeting...

Today we met again at uni to complete the final work on our environment. We wanted to get as much done as possible so that we could focus on preparing the presentation within the game next week. The main elements which we worked on today were:

Custom loading screens and launch videos

Advanced AI

Create cutscenes

Finalise the building model


During the day I worked on adding detailed elements into our crysis environment as well as creating a communal park and walkway to both sides of our building. The various detailed elements which I included were drainage pipes, rock walls, ladders off the piers, landscaping of trees and shrubs, signs and directional maps, footpaths, detailed grass and roads in the immediate surrounding of our building and other harbour elements. I think that these little details which take a lot of time to implement in crysis adds another dimension to our environment and makes it seem much more realistic. While I was doing this Cameron worked on creating a much more advanced AI system that had groups of people randomly walking around our level doing what they please. We felt that this would enhance the idea of the building being a communal and public space that will be used by a variety of different people. After Cameron had successfully completed this, which took most of the day and implemented it into our level he made some custom launch videos which we were gong to implement into the game. Cameron and myself then implemented these into the game using my advanced tutorial so that when we load the game our own custom launch videos appear, instead of the default crysis, nvidia and intel videos. We felt that this would create a cohesive and coherent addition to our in-game presentation.

While we were doing all this Kenneth continued working on the final model adding all the necessary details and changing any aspects which were wrong within the model. He also implemented interior furniture and detailed textures.

During this time we also worked out how to do cutscenes and an elevator but we didn't have time to implement these elements into our environment. All in all it was a very good and productive day.

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