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@hauntgame
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final images from the game level
Status: On-time (we’re in the buffer week) Here are some update images! I’ve got sounds in there and I’m liking the density of the trees/plants so far (though I’ll probably be adding filler ferns and plants while I continue working). Not extremely happy with the ground--it lacks coverings, small details, so I’m going to need to edit the landscape painting layers. I’m tweaking the lighting now--learning more about the settings and the process of building the light. I’m also tweaking the camera motion, which is still a little choppy. I’ve also added a “drop fire” function, since parts of the level are dark. With this, the player can place a light source (fire) at their current location and it illuminates the immediate area around them.
LEFT TO DO: - fix lighting !! - fix camera - fix landscape painting - change color of drop fire I’ve got about 14 days left to work on this before I need to submit it for critique, and I think these things are all achievable!

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WEEK 11 UPDATE
Very quick update this week:
I'll finish up set dressing. After that, lights (finalization), sounds, and then, finally, the final camera moves for the cutscenes.
For this week's update image: Some assets!
WK 9 & 10 UPDATE:
I’ve made test documents in UE and made sure my workflow works (for lights, sounds, and triggers). This will significantly decrease the number of bumps in the road from this point forward.
The sculpted component in the bottom right corner of the image is a centerpiece and goes behind the fire. This area is a camp or home base for the player, and it’s also where the collectible is (the spear).
I am still on schedule! Which means I also have an extra two weeks for tweaking and small changes, according to the Gantt chart. Perhaps I’ll use this time to add wind.
This week, I’ll have finish importing filler objects (the jungle isn’t really coming across now, but the key is filler objects so that density and scale is conveyed), then I’ll add sounds, the tweak lighting (adding God rays), then set up the camera moves for the cutscene.
Changes: I’ve decided that I want a “dappled sunlight/sunlight filtered through trees” look, since the amount of light that reaches the floor depends on the density of the canopy. I’ve implemented this by creating a static mesh sphere with a texture. Previously, the sky was clear. The canopy solution 1. creates a defined space for the player, and helps with the daunting, eerie atmosphere (player is boxed in on all sides, gets rid of the comfort of seeing a blue sky and clouds, creates interesting splotches of shadow and light.
WK7 UPDATE
I’ve created the pause menu. This week, I’m going to continue working in Blueprint. I’ll work on creating a collectible, flags and various other HUD elements (perhaps a health bar, more work on the pause menu). I’ll finish my test documents (cinematic, collectible, HUD, fluid surface, foliage mesh and material testing). At this point, I think it’s necessary to create a new level with proper project settings and directories. A few things in my working file are broken (the first person pawn/movement, for example).
WK6 UPDATE
I viewed tutorials and broke down some Blueprint and Matinee test files. I'm more confident with Blueprint.
For WK7 (this week), I will import the assets (cards, textures, bushes), and work in Blueprint to set up triggers and some collectibles, and a pause/quit screen. For the next two weeks (WK7 and WK8), I'll add cutscenes and camerawork.
By spring break, I'll have everything in the level and working--after that, I'll just be finessing some animation, updating and fixing textures, and adding lights and sounds.
(adding pictures later!)
This week, I completed most of the testing and began texturing the environment. Textures for the plants and vegetation are done, and low poly models are also finished (they only need to be imported into UDK).
For WK 6, I'll continue testing some scenes (Matinee and triggers), and finish creating assets. Ideally, I'll be importing assets in UDK by the end of the week.
At this time, I'm on schedule (a little ahead of schedule, in fact).

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WK4 - UPDATE
This week, all proposal documents and the Gantt chart were completed. I watched numerous tutorials on Matinee and methods for creating cutscenes (triggers, sequences in Kismet).
Going into WK5, I'll create some test files (triggers, sound attenuation, and camera work). I will also finalize the terrain and begin painting materials as well as inserting assets (SpeedTree).
RESEARCH
Hideo Kojima on the game/story conflict, Wired
A Practical Guide to Game Writing, Gamasutra
Raph Koster's Website, "The Pixar Lesson"
Brian Kindregan (SC2: HotS), Polygon
Del Toro, Ken Levine speak out against cutscenes, Eurogamer
ESSAYS In Defense of Cutscenes, Rune Klevjer @ University of Bergen
A Reusable Scripting Engine for Automating Cinematics and Cut-Scenes in Video Games
David Thomas, Gary Haussmann - Cinematic Camera as Videogame Cliché
BOOKS A Mind Forever Voyaging: A History of Storytelling in Video Games, Dylan Holmes
TUTORIALS
TECHNICAL Digital Tutors - UDK lessons
WORLD OF LEVEL DESIGN
EPIC GAMES Tutorials
Darren McKinsey tuts/hotkeys
NARRATIVE Irrational Games (From the Vault) - The Bioshock Pitch
Storm the Castle (ex. of the storyboard script)
Fine Game Design - Game Script and Storyboard Creation

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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