WEEK 1
Day 1 (14/11/2022, Monday)
We started off with a presentation by our teachers on the game project and how it functions. Following that we had our first official meeting after the game was picked. We discussed how and where we were to start on the project and getting on the same page. Every member had a task assigned to them and immediately started working on it. The programmers started on a flowchart to present to their teacher, while the artists started concepts on the Morris, the enemy bots and the environment. Linus and I started work on the GDD reworking and changing pretty much everything.
Day 2 (15/11/2022, Tuesday)
Today started with a team meeting in the morning, where we gathered to discuss the progress of our work from the previous day. Following the team meeting, we attended a lecture on source control in Unreal. It's always beneficial to stay updated on the latest practices and tools in the industry. Throughout the day, I found moments to dedicate my time to working on the Game Design Document (GDD). After lunch break, we had a meeting focused on the art direction of our game.
In a subsequent meeting, my co-designer Linus and I engaged in a one-on-one discussion. We devised a new, simplified system aimed at enhancing the significance of these decisions. Our goal was to create more opportunities for players to weigh their choices against each other before committing. To gather additional feedback and input, we presented our new system to the programmers during a dedicated meeting. We were also delighted to learn from the programmers that procedural generation could be seamlessly implemented without any issues.
On the development front, the programmers completed their flowcharts and successfully obtained approval from a supervisor. On the art side, Oskar continued working on the player character. Felicia created concept art for NPCs. Victor contributed to the game's environment by crafting additional props, adding depth and detail to the world we are building.
Day 3 (16/11/2022, Wednesday)
​In the morning, we had another team meeting to discuss the progress made on both the previous and current day's work. It was an opportunity for everyone to provide updates, address any challenges, and share ideas for the day ahead.
Linus and I spent several hours working on level design and layout. We wanted to ensure that the levels we created offered an enjoyable and immersive gameplay experience. We discussed our ideas and changes with the André. To gain inspiration and insights, we also examined how other similar games handled their level structures. Based on our findings, we decided to modify our approach to something that aligned more closely with our vision and preferences.
Meanwhile, the programmers, having completed their flowcharts, began working within the engine itself. They set up the project and established the necessary source control, ensuring a solid foundation for development. Our talented artists continued their valuable contributions to the project. They dedicated their time to refining the character designs, creating additional props, developing intricate weapon models, and adding depth to the game's environment. Their creativity and attention to detail were instrumental in shaping the game's visual elements.
Day 4 (17/11/2022, Thursday)
We began the day with our regular morning meeting. After the meeting, It was important to have an organized and polished version to document our development journey accurately. With that task completed, I joined Linus to discuss various design aspects and spent the remainder of the day working on the Game Design Document.
Later, I worked on level design. Linus and I exchanged ideas and worked on refining the level layouts to ensure a satisfying player journey.
​David and Anton, continued familiarizing themselves with the Unreal Engine. André, started working on a weapons system. This system would allow, us, designers like us to easily modify the numerical values associated with various gun types. Victor took on the task of remaking and refining guns and began working on its texturing. Felicia continued creating models for the enemy robot characters. Ellinor focused on the environment and props.
Oskar, another valuable team member, dedicated his time to rigging the player character. This crucial step would ensure smooth and natural animations, allowing players to connect with their in-game avatar.
Day 5 (18/11/2022, Friday)
The morning began with our regular scrum meeting. I continued focusing my attention on more room layout almost throughout the entire day. Victor approached me about certain direction to the level design and helped me with what I should consider and avoid to make a good room/level: By the end of the day, there was about 8 different room designs that was ready for the artists to create. Throughout the day, Linus and I had one-on-one discussions with different members of the team to ensure everything was running smoothly and address any concerns or questions they had.
André completed the base gun system before lunch and then shifting focus to working on the player character within the engine. Us, designers, were given a run though of the gun system by André and got to plugging in some random numbers.Our programmers utilized their time to improve their knowledge of the Unreal Engine. Victor made valuable contributions to the project by remaking a couple of guns and dedicating time to environment work. Ellinor also focused on enhancing the environment and props. Felicia completed the modeling of one of the robot enemies. Oskar worked on refining and perfecting the animations for the player character.
And that was the end of week 1. We are on schedule, maybe even a slight bit ahead and am looking forward to next week.ur work. Click on "Edit Text" or double click on the text box to start.