Everything is wrapping up now. Our presentation went really well!! People got really excited when it was time for our reel, and chanted "LUCHA! LUCHA!" as we went down on stage. I'm really happy with how both our groups reel and how my personal reel turned out. I didn't get any interviews, but that's fine.
In retrospect, I feel like I met most of my goals for this game this semester. I still wish we could have had more... I feel like I got caught up on a few things (like Johnny Fuego's design) and those went on for weeks - eatting up time that could have been better spent. Overall, I know we couldn't add another character. It would have been too much animation added. But I feel like I could've helped take things off Tori's plate so they could've worked more on environments. Plus most of the things Tori took on, they took on cuz I had too many things to do in the first place. Still... I wish I'd worked harder and more efficiently.
But I'm happy with the game. I feel like I grew with the group a lot, and the issues we had early on were cleared up. Things ended a lot better than they were for a while. I feel like I'm leaving the group more able to communicate and speak up when I think things can be done better than when I went in. I also got to learn more about using Unity, and game engines in general, which was really useful! If I had infinite time, I'd still love to add Riptide Rivera. But, sadly, I don't.
I'm excited to move on to other new projects with everything I've learned in this one!
Our cabinet is finished! We printed the stickers and art for the button map. It came out really nice! We also put on a finish to keep it from getting damaged, and it ALSO gave the effect of it being painted. Plus, our team's poster came out really nice too.
We all signed the cabinet at the bottom (our names were right under the monitor too, but we wanted to sign it) and but up some black tape on the back where some wooden pieces showed around the pillar.
The build is complete. it's just smooth sailing now!
My main focus this week was making the best graphics I could for our arcade cabinet! I spent more time than I normally would on renders like these, but I really wanted to make them the best that I can. Now all that's left over the next few days is to make the controller graphic for the cabinet, and new icon for Johnny Fuego in the character select menu. Plus recording the live footage for our team demo reel later today.
I also recorded my painting process of each of these, and put the sped up footage in my personal demo reel. I think it turned out pretty nice, and I'd like to add that after I finish editing it over the next week.
This last week our game went to PAX East! Really cool knowing other people got to play it!
In the meantime, I finished Nuclear Winter's boar, did some crowd panel UI that will come in when things get hype, and a couple of crowd members as well. Updated the crowd because I didn't want the army of shadows in the background like before. Problem is, now there's just three members that are seen of the crowd. I'm thinking of making them into silhouettes and placing them far away (on top of the temple, maybe?). Alternatively, Gabe suggested that I might change colors and pose slightly so they're a bit different, while still not having to go through the effort of a whole new character. I might do that, though I worry how sloppy it may look.
But for now, my focus is on the arcade cabinet. I've finished all the assets that I've had on the list to go in the game. Now I need to have the cabinet done this week. The assets of Winter and Fuego that are going on the cabinet will also be used in other places - the character select screen, the poster we need for our game's display, etc.
Here's hoping I've got some great renders for the cabinet this time next week.
It has been a bit since I last updated - a lot has gotten done in that time! Over spring break, I was first able to finish Johnny Fuego's textures. I made 12 alternate colors, and then we noticed a few errors with the texturing that needed to be fixed. So I went back into substance painter, fixed all these issues, and brought it back out!
Now we currently have 6 alternate colors, plus original Fuego. I'll continue adding more Fuego colors when I get the chance.
Another thing that took up a lot of my time the last few weeks was finishing Winter's textures. The icy arms gave me the most trouble, but after getting feedback in class last week I felt like we got to a point that we're happy with for her current look.
Her pants were originally going to be a liiiittle lighter than they are now, but we got feedback that it should break up the torso and feet a bit more, so I darkened them.
The last thing I've worked on is Winter's deity - The Demon Boar. Its tusks are made of ice, and its body is made to imitate the colors found on Winter's costume (well, rather, it's the other way around). It's not quite done yet, but this is what I've got!
Now the heftiest assets are done, all I've got left is a list of smaller tasks to complete in the next 3 weeks. It's pretty intimidating entering the last month, but I'm giving it my all.
In addition to the concepts shown here, I sketched 3 additional ones that I ended up tossing.
QA results showed that people really liked B, one of our new concepts, with D, the concept we've had this far.
Because of this, as well as my own design preferences, I think I will go forward with a mix of these 2. I'll probably take the color palette and pinks of B, as well as B's larger arms, and mix them with some of the features of D.
Last week I completely reworked the art doc, and I think it has helped us sit down and define exactly what we're aiming for in our games art style. I'll keep it updated through the remainder if the semester, as assets are updated.
Not much to update this week.
We've decided on which of the Fuego concepts to go forward with. Now we just need to make a few adjustments and smaller iterations, along with trying a couple different color palettes, and then we'll have our new Fuego.
The other day, I also confronted a few of my teammates about some of the problems I wrote about last week. Things should be better, hopefully. I've also made plans to meet weekly to continue to improve and not have these problems again in the future.
Anyways, I've been very stressed about other classes and personal life issues. So, not much to show for this week. I'll also be gone next week, from the 7th to the 12th. So most of what I do then will be smaller sketches for promotional/arcade cabinet stuff -- since I wont be able to work digitally during that time.
Another week about planning. After getting a lot of advice to continue iterating on Johnny Fuego, we've decided to reimagine his design before going forward and finishing the new model. I've also taken the time to revamp the art doc.
Documentation and Planning
I took a few hours to go ahead and renovate the art doc. I think this will help to more easily communicate what we're going for, to both our own team members as well as others that want to better understand the artistic side to our game.
In this update, I cleaned out a lot of old, irrelevant, or repeated information. I cut down on word count, and added more images.
There's now more documented information in all sections of the document - characters, environments, UI, and VFX. Plus each of these now have at least one pipeline explaining our process for working on them.
With each week, I'll continue to add to this. Hopefully now, these updates will be a lot smaller - I'm hoping to keep them under an hour weekly from now on.
Johnny Fuego Renovation
We got feedback that our Johnny Fuego could use more visual interest as we continue going forward and renovated our 3D model. So, this weekend I took some time to make a few new Fuego concepts, which then got brought to feedback.
Here we are again. After a month of break, everyone's come back and begun working again on our games.
Our Lucha Megadrive team has begun meeting, several times already in fact, and getting our larger team organized. Our art team is the biggest section - there are four of us among the 10 total members of the team, so we're already starting to have our own smaller art-specific meetings.
I've taken on the role of Lead Artist, helping to organize documentation and communication. I'm also taking up some of the producer role, since I'll be working with marketing once I finish up my first tasks this semester.
The very first large task I have is revamping Johnny Fuego. The model is going to be higher poly than where we left it last semester. Which means we'll need to entirely rework UVs and texturing. I'll be working on that over the next 2 weeks. Then, I'll be doing the same for Nuclear Winter, who will probably get a bigger character redesign overall.
I'm also working on improving art documentation, since it really needs more images and explanation of intention.
I have, on a personal level, been in one of the worst places I've been in a while. I'm trying to not let that get in the way though, as best as I can, and just power through it. I'm excited to go forward, and to be working with the team that I get to work with.