Skip to main content

Entry 17

Spring Week 1 Worklog

1/22/25

First Thesis studio class of the semester! I worked for 5 hours today and wrapped up modeling out the basic platforming models in cloudskipper and UV unwrapped them :D

It looks like a lot, but I've tried to unwrap and map the UVs in a way that would allow me to reuse the textures of each modular piece for the most part, so hopefully I won't have to make as many unique textures when I get there.

I'm gonna hold off on texturing for the time being as there is still some structural modeling I need to do for this level, so that comes first. Thankfully my schedule opened wayyy up since I was able to move some credits around and get out of a class that would've bogged me down a lot so I can give this more attention compared to fall semester and am feeling a bit more confident in being able to handle the workload, hooray!

1/24/25

No 3D work today since I spent a couple hours working in maya already for another class earlier, but I did wanna try and get some thesis work done today so I spent about 2 hours roughing out some ideas for a small logo rework.

One of the critiques I got about it last semester when we were going over our work was that the R in "dreamer", the Doclet, didn't read as an R super well which I do agree with so I'm attempting to make that a bit more clear in these revisions.

I'm getting close but something still feels off. I guess I'll sleep on it for now. 

Oh, on a similar "branding" related note, earlier this month I worked on coming up with ideas for little business cards for the showcase I forgot to share. They're just some quick thumbnails I did while sketching in my freetime, but I figured I should note them nonetheless. I'm unsure if I'll fully finish these for the show and they're not exactly a huge priority compared to well. yknow. the game, but yeah.

1/28/25

3 hours of work today and I've begun modeling out the bigger structures in Cloudskipper. I didn't get as far as I had hoped this week (I was hoping to be UVing everything by now) and only have most of the main entry done. I wound up redoing what I had done in maya and I feel like this model is a lot cleaner. I still have to demolish a bit of the building but I'll get there

The other reason this is taking me awhile is because I wound up making modular pieces for the arched doorways/walls, which sounds like a waste of time but I think this'll save me some time when I move onto the remaining structures since I just need to put the pieces together. Also it helps with keeping my scaling in check.



Comments

Popular posts from this blog

Entry 6

  Fall Week 5 Worklog 9/29/2024 Finally getting my grubby little hands into the game engine. My goal for this week was to get a basic player controller and camera working while. Ultimately I decided that it'd be neat to have the player character flip like they do in paper mario as opposed to having the characters just billboard depending on camera view. Ironically I feel with the billboarding effect I was initially wanting to go for it'd be hard to get a sense of depth/position. Doc's actual sprite animations aren't done, so for now I just have a placeholder Doclet. While the flipping mechanic worked, I noticed the walk animation activating upon landing as well as my movements being a bit floaty feeling with this first go at things so I needed to play around and research more, but hey it was a start at least. 10/2/2024 So this week was basically mostly dedicated to getting the player movement controller refined. Did I succeed by my internal due date? No not at all I got...

Entry 9

  Fall Week 8 Worklog 10/16/2024 - Cloudskipper Greyboxing With my player controller and such FINALLY in a working state, I began working on putting together some rough modular assets to greybox out the cloudskipper level. I want this level to feel surreal and liminal in nature, I'm pulling from a lot of surrealist and weirdcore/dreamcore artwork and photos when thinking of how this thing should be structured. While getting the basic modular pieces made and beginning to assemble the stage I realized another really good source I could try to pull from for this would be Mario 64, as many of the levels in that game have that sort of aura I'm going for with the Cloudskipper level(s... If I have the time). That'll be something I do later this week though. For now I don't really have much to say aside from I spent today's work period (roughly 5ish hours give or take) learning and playing around with probuilder in Unity, creating some structures with those tools, and I beg...

Entry 5

Fall Week 4 Worklog: Visdev 9/28/2024 Not a whole lot to talk about, mostly just been putting together my pitch presentation and finalizing the production schedule. Aside from that I've been chipping away at some visdev stuff as I've worked on that, have a look! Concept art for Press 'N Hold! …This thing took a stupid amount of time because I thought "oh if I just do it in my painting style this'll be quick". I was wrong <3 This is why we thumbnail!! A thing I love forgetting to do for whatever reason, you'd think I'd learn by now.   // Inital sketch and WIP. Spot the differences lol Cloudskipper Oh god this one , heeeey so remember that Chase level concept? Well itsssss this now! I decided to shift gears and focus on making it a short platforming level. Admittedly I am still on the fence about this level's aesthetic. Originally I was leaning towards some sort of dark factory/facility where you'd have to evade a monster that's constantly...