Monday 7 April 2014

A template for our Game Design Doc to go on the background of pages to personalise it a bit more.

Friday 28 March 2014

Animation segments for 3D cinematics:

Jen climbs over edge of building - Dan
Jen & Felix notice each other, Jen runs toward Felix - Aaron
Siblings embrace & Jen asks about other family members - James
They look out across the city and assess their surroundings - Taz
Jump down the side of the building together - Mike
Slide down ramp and end the scene - Scott

Easter Timetable

Things Sidekick will be working on over the Easter break, for the Game, Trailer & Cinematic's.  



Gantt Chart 28/03/14


Pay phone Model


Dan-Felix Texture







Presentation set up

Over the Easter break, Sidekick members will each have a copy of the presentation to put what they've done in part 2 of Urban Rush and it'll all be put together the first week back.  The presentation copy is on drop box, in the Presentation 2 folder.

Saturday 22 March 2014

Car textures

Did a variation of textures because the cars are going to be reused in the game.

Friday 21 March 2014

Attached mo-cap data to Jen for idle animation cleanup. - James



HUD design examples - Scott

These examples of HUD design, a few examples here took up too much room for our game, given that there was very little in the first place to put into the HUD. After receiving feedback I then experimented with using far smaller areas of space on the HUD, so not to distract the player and focus on the parkour.







Thursday 20 March 2014

Level Update


Car Progress


jen_walk_cycle





Altered mo-cap data to loop on contact points needed to begin walking animation. Need Mark's help to remove movement on the grid and attach data to control rig. - James
Roles for week:

Mike - Character in engine, record gameplay
Dan - Texturing Felix
James - Walk animation
Aaron - Running Jump animation
Taz - Logo/trailer work/Car model
Scott - HUD

Running Jump Progress


Friday 14 March 2014

Run Animation


HUD research - Scott

Looking into different games examples of their HUD design. Looked mainly into racing games as they would probably be the HUD that ours would be most similar to; a timer, speed counter (possibly) and other in-game  mechanics. Also looked into other game examples like Dead Space which makes use of the space it has by having the HUD be an actual part of the characters model.





Containers Finished


Thursday 13 March 2014





Sorting of roles for game design doc and a rough outline for our contents

Game Summary - James
Marketing Information - Scott, Aaron, Taz
Gameplay Information - Taz
Game Characters - James & Mike
Story - Taz & Dan
Game World - Taz, Aaron, Scott, Dan
Media List - Mike
Technical Specs - Mike

Breakdown of each section for a closer idea of what needs to be covered and who will cover those subjects is needed.