Our group, called Team RoGUE, was
formed mainly from the core group of friends who have been together since the
first year. We have our lead game designer/level designer Edward Kwok, our lead
3D artist Christian Perera, our lead 2D artist Yang Zhou, our sound engineer
Michael Kunanec, and our contractor Robert Gordon, who will be working with us
for the course Game Design and Production II. Due to confusions at the start,
we ended up with not having a programmer in our group, which we hope will be
fixed soon as that is our weak spot. Throughout the years, Edward Kwok has
preferred and excelled with designing levels for our games, as well as
contributing a lot to the design of our game. Christian Perera has excelled in
creating excellent 3D models for our previous games, and has been a great asset
to our team in the 3D modeling areas. Yang Zhou has excelled in drawing 2D art
and designing the majority of the art in our previous games, and also the
majority of our concept drawings. Although Michael Kunanec is the newest member
to our group, he is a very successful sound engineer who will create the music
for our game and prove to be a valuable member. Robert Gordon, although a contractor,
has proven to be very good in programming in the past for our group, and once
we get a lead programmer for our group, they will both program the way to
success for our group!
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| Final Level layout |
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| Details of the main hall in the final level |
For the past
week our group, Team RoGUE, has been very busy trying to design a level for our
game. We have come up with a very large level for what will probably be our
final level, and have created it in Maya. This large final level is finalized
and complete with textured objects such as lights, chairs, tables, beds, and
desks. We have also designed two other smaller levels, but these are just
concept art at the moment. The goal of the game is for players to collect keys
so that they can progress through the game. The game will be split into 3
different levels, with a final boss at the end of the final level. We have
decided on making this game a first-person adventure game, with a horror theme
attached to it. We chose to make it a first-person adventure game because we
believe that it will be easier to meet the requirements and easier to create. The
majority of the requirements and required objects consist of items that most
first-person adventure games normally include, so that was a huge factor in our
decision. We plan to start on the programming aspects of our game very soon, as
we have already completed our design freeze and have everything jotted down or
in concept sketches.
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| Levels 1 and 2 concept drawing |
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| Concept drawing of zombies to be used |
That’s all for
this week’s group development diary, stay tuned for more updates on Team RoGUE’s
progression!
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