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Model Presentation

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Let there be LIGHT!
So for some reason the lighting in my Unity scene is really dark compared to Joshâs scene. He believes that itâs the graphics problem thatâs causing the lighting bug.
Our scene looks completely different just because of this bug. Therefore the light that I will be adding will look strange when running on different computers.
Even so I still need to add more light so I imported the light models that I have made, created 4 extra control maps for them, add a light source and make it into a prefab.
Missing models
Continuing scene building in Unity I realized that thereâs still not enough models in the scene, so I made a list and tried to sketch out some ideas.
Light
Bed/cot
Clock
Map
Radio controls
Cabinets
Weapons
Cannon & Cannon holder
Environment Design
The scenery in Unity is now really dark, with only the lanterns I modeled as light source. Thus I decided to make more varieties of light.
The goal is to cluster the scene to make every corner interesting and worth investigating.Â
Process Video

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Methodology - IRL Inspirations
As of now, my main goal is to create this one scene with a certain amount of realism to it. Using the mood-board/theme as a guide I want to create a fully fledged steampunk pirate zeppelin. Â
Which is why the objects in the scene needs to be very believable. Like this stove I made earlier wasnât very steampunk like. It doesn't have that nice detailing and complication that steampunk objects has. Thus I re-did it.
I took my time and looked at real life items that corresponds to what I want to make.Â
I took the aspects that i liked and made this.
Now it has more detailing and structure. Thereâs a lot of improvement from this one to the other.
Modelling - Captinâs Chair
Made in Blender and Unity
Moodboard
In order to grasp the art style and let it be consistent, I created a mood-board for myself as a guild.Â
http://ryanchurch.com/john-carter-of-mars/
http://www.deviantart.com/art/Steam-airship-interior-414188264
https://nz.pinterest.com/KirkCommander/the-steam-era/?lp=true
https://www.youtube.com/watch?v=HLoM8erzZWY
http://sf.co.ua/id49678
https://nz.pinterest.com/pin/469429961130643810/
Developing Model Style
Since creating a satisfying 3D scenery will take a long time, we didnât have a lot of time for much planning, Thus the team quickly decided on a âthemeâ as a mood-board so that all modelers can base their design on it. This methodology is similar to the method my old team used when designing the board game. It allows the model created by different artist some what similar.
http://stephaniegames.tumblr.com/post/150513614748/board-game-design-methodology-for-artists
References:
http://www.tandfonline.com/doi/abs/10.2752/175693811X13080607764854
http://www.tandfonline.com/doi/abs/10.2752/146069204789338424
Unity
We use Unity Collaborate to bring all of our works together. Collaborate is a simple way for teams to save, share, and sync our Unity project. Itâs cloud hosted and easy to use so the entire team can contribute to one Project simultaneously, regardless of location or role.
Although there are some Unity âhouse keepingâ that we needed to do before hand. Such as exporting models using .dae files instead of .obj (I learned that .dae is a better file format for unity) Or making prefabs with unity can quicken scene making.
Reference:Â
http://search.proquest.com/openview/2127c16426c0e6e4af18404b676528eb/1?pq-origsite=gscholar&cbl=1986343

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The Modeling List
After determining our setting we gave out jobs of what to create. Everyone takes some item to model and so we can have a sketch mock-up of our scenery.
Some of the models I have done:
Concept Art
Concept Arts
Game and Play Design Project
Game idea in terms of HTC Vive.
The final game idea that weâve decided is the âbreak the gameâ Idea where we are trying to include âpanicâ into the players using a difficult VR scenario. The goal of the game is to escape. However as the player continues they will realise they couldnât. Instead we want them to realise that they need to âbreak the gameâ to get out of the VR Scene.
Refine Aesthetics - User Experience
âAesthetics describes the desirable emotional responses evoked in the player, when he/she interacts with the game systemâ (Hunicke, Leblanc, & Zubek, 2004).Â
For the new brief I will be looking into Aesthetic, which in my definition is the user experience. What they see, touch, feel, smell, hear and what they think about the object that Iâm giving to them. This time I will be giving them the board game that we have been making, I want the player to actually feel engaging with the game. However itâs not just about the mechanics and the art. I want them to be engaged to the game as a package. That include the packaging, after they unpacked the game, set up, play through, using the assets and then pack up.Â

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Play Testing Methodology
Within a week we were able to bring the game to look more completed then just âripped paperâ prototype. We then gather as much people as possible to play test the game. The testers that came are people who have no experience with games or board games or have never developed a game before.
The methodology for play testing:Â
âGive the players the assets and the rules, Then shut up.â
                               -Matthew Gatland from NZGDC
We tried to use the method in the first round of the game. We found out a lot of interesting things as the player miss understood most of our rules.
⢠  Terms on the rules are confusing: âplayerâ, âfloorâ, donât use abbreviation, ⢠  No mention or explanation about the trackers or how they work ⢠  Explain what each attribute means ⢠  How to get cards and how do they work, how to identify them ⢠  Explain how stamina and attacks work ⢠  Players forget to pay the stamina price ⢠  Explain how to regain health and stamina ⢠  Explain abilities work ⢠  Character cards information, wrong or lacking ⢠  Hard to keep track of maximum stats ⢠  Explanation on items and equips (maybe on the cards) ⢠  Explanation on what happens if player is not strong enough to kill the monster ⢠  Explanation on how ladders work (restrictions) ⢠  Explain how the boss deal damage ⢠  Explain who gets the card on a case of group fight ⢠  Explain how trade works ⢠  First play through VERY confusing ⢠  Explain tile placing ⢠  Little roleplaying ⢠  5 floors in 45 minutes Second play through after explaining rules ⢠  players strategizing a little more ⢠  players using more skills ⢠  still forgetting to replenish stamina ⢠  use pictures in the rules ⢠  Math gets complicated (tracker for bosses and character sheets) ⢠  Dual wielding seems overcomplicated ⢠  Realized they could move both ways (explain on rules) ⢠  Trap tiles not clear ⢠  Healing skill not clear ⢠  Burn stamina to move (explain on rules) ⢠  Re-think final boss ⢠  54 minutes
Board Game Card Generation Methodology
I have created some cards before in the past thus I know that changing text, formation, images and backgrounds can be a pain because as the game develop, the context can change constantly. Thus is it a good idea to have a fluent methodology in terms of swapping and tweaking contents of a card.Â
This is how I do it.
All the monsters are drawn in one Photoshop file. One layer a monster. Theres an option that can export all layers into an image file which creates a bunch of monster images. And if you ever tweak on anything, the image can be replaced easily.
The backgrounds and general layout design is done in another Photoshop file. Creating just the generic background that all cards will have. All symbols are created from illustrator.Â
These assets are then imported into an InDesign file where all formation and text is done. InDesign is a great program for this sort of work because if any image is changed, InDesign will detects it and update the image.
Next the file is exported into a png or pdf to be printed. The whole process leaves us an enormous amount of room for mistakes, changes and tweaks. Also it only has 3 Photoshop files (Monster, Item, Background) 1 Illustrator file (symbols) and 1 InDesign file.Â