Our final game artefact, a trailer for a the game we proposed in our GDD's.
I am pleased with the above video, it took a great deal of work to even get that far. The original idea was just too complicated and we had to almost instantly tone it down. 2 months to make a functioning 3d game in UDK was just not enough time (especially as this was coupled with several other modules which we had to dedicate time to), so we lessened our scope to a more manageable level early on in the project.
The module has been a great learning experience for me, I am now proficient in the basic functions of UDK and Kismet, which was probably my main goal at the beginning of the project. I began with almost no knowledge of UDK's functions and now feel confident when using the program and because of my experimentation with functions in the editor feel as though I can better understand any more complicated tutorial videos. I also got some experience in Photoshop and learned a few things in there as well. I had to make some of my own custom textures for the puzzle I designed as there weren't suitable ones within the content browser itself, I used Photoshop to make them to my specifications and then imported them into UDK to use, this taught me how the import functions work in the editor and I will be able to apply this knowledge in future. I also used Photoshop to design our game logo, this was interesting as I was able to further experiment with some of the functions and learn more that will help me in the future.
The decision by all of us to make a Dropbox folder for this at the start of the project is perhaps one of our most important. It allowed us to easily share work with one another over the course of the project and allowed us to swap ideas effectively in the initial stages. Using this kind of system, if you aren't all able to meet frequently is invaluable as without something like this we would have had less time to trade information and assets.
The decision by all of us to make a Dropbox folder for this at the start of the project is perhaps one of our most important. It allowed us to easily share work with one another over the course of the project and allowed us to swap ideas effectively in the initial stages. Using this kind of system, if you aren't all able to meet frequently is invaluable as without something like this we would have had less time to trade information and assets.
Working to a production schedule was very useful, the way we made it using Gantt project as a visual representation of how we should be spending our time made it easy to keep to deadlines and milestones throughout the course of the project. It also made it easy to co-ordinate between group members when assets had to be transferred between programs, for example when Greg had to use Ryan's Maya created models in the UDK environment. Because we knew when things would be ready, Greg knew exactly when he would have Ryan's models to import making the transition easy. This also came into effect when it came to rendering the videos for the final trailer, because we had finished each of our tasks early enough, we had plenty of time for video editing. The production schedule also helped with prioritising which parts needed completing first, and gave a clear direction for each group member to start a new task when one was finished.
The research and planning was all conducted during the first two weeks. This enabled us to have a clear idea of what we needed to create by the time it came to start production. The research gave us insights into the right ways of doing things in the our genre of choice, we were able to look at standout examples of games of a similar style and take inspiration from them, heading into our design process. The environment research we all conducted gave us all reference images and information which proved to be useful when designing the levels we intended to use. My personal research into puzzle design was invaluable to my own concepts of puzzles and then in the final one I made in UDK. It showed me how even simple puzzles could be effective within games.
I am overall happy with my puzzle design and it's implementation into the engine. I do regret some design choices however, I really think I could have made the puzzle easier to understand with just a few tweaks. I like how my vision for the puzzle is represented in our final trailer it seems to work exactly as I had envisioned it to in the first place even though the actual coding of the puzzle doesn't reflect this. It has piqued my interest in the UDK editor though and am eager to learn more over the summer so that I am in a good position to begin the main third year project.
It is disappointing that we had to scale down our original idea so much as I think it would have made for a fascinating game, time just wouldn't allow it. I'm happy with the trailer, but I just think that given more time we could have really done our initial ideas some justice. Still, it gives me hope for next year when we will have a whole year to expand on these ideas or just go for an entirely new approach using the skills gained over the foundation degree course.
It is disappointing that we had to scale down our original idea so much as I think it would have made for a fascinating game, time just wouldn't allow it. I'm happy with the trailer, but I just think that given more time we could have really done our initial ideas some justice. Still, it gives me hope for next year when we will have a whole year to expand on these ideas or just go for an entirely new approach using the skills gained over the foundation degree course.
This module allowed me to expand various skills that I have learned on the course over the past two years. I used skills from drawing modules (concepting my puzzle ideas, logo and storyboarding our trailer), work based learning modules (managing time effectively with the production schedule, allocated roles for each group member that are similar to actual in industry roles), game theory modules (invaluable in designing the puzzles), 3D modules (helped me with basic geometry functions to design my level in UDK and animation module helped with understanding UDK's matinee settings) and even managed to use some research skills I had gained from context modules (ability to sift through websites trying to find the right images that back up my ideas). Expanding on all of these skills and managing to create an artefact that represents our original vision I would say has been a great success.

























