Pre-production process
My pre-production process worked very well. I started out with one artist whose work I really enjoyed, sparking interest to research further into this area and continuously generating new ideas to be explored and evaluated. This, combined with the research paper that we did for our first assignment, where I explored different versions of platform games, gave me a good idea of what I wanted to do for my second assignment, giving me enough time to really think my ideas through and develop them to their best potential. I take this as a good approach for research and development for next year; to start early and thereby creating the extra time to really research and develop an idea instead of just following the first initial thought. Improvement wise, I wish I had documented the process a bit more, with little sketches, mindmaps, etc and not just gone through it in my head a lot. This is something I would like to implement into future projects in order to better structure my work for myself and also make my thought process clearer for the tutors grading my work.
Asset creation
Following the Pipeline of modelling in ZBrush – Retopology and modifications in Maya – texturing in Substance, proved very effective throughout my work, letting me produce assets a lot faster than originally expected. There were minor issues though that I need to pay closer attention to in the future and that was the inconsistency in detail. While the tree and the tree stump appeared quite high poly due to the fact that they were created in Zbrush without retopology in Maya, they have a lot more detail than, for example, the mushrooms do, causing an inconsistency throughout the scene. This is something that I will have to pay more attention to in the future as the game could have easily handled mushrooms with higher polycounts as it is a rather small game and there is no need to keep the polycount this low so it won’t interfere with performance, and if the polycount is kept low, it should be consistent throughout all assets, including the trees.
Time Management
In general, the time management plan was good and in itself, the plan was not the issue, as it left room for constant evaluation of my own work and even room for improvements. Had I been able to stick to my plan, and I would have been able to, I would have been able to finish the whole game as initially planned without a problem.
However, what the plan didn’t leave room for was getting as ill as I got, being unable to attend classes and needing treatment back home, basically overthrowing the whole plan, leaving barely enough time to finish a less complicated version of the initial concept to a satisfactory level.
This was something that I couldn’t have factored in and that was absolutely out of my control and it was an issue that I faced throughout all of my classes this year. Still, I think I can take a few lessons from this into my final year and that is that all the planning in the world won’t help you if you don’t look out for yourself and your health. I know now what to look out for and which steps to take to not let my health get out of control and I know that in the future I need to plan in even more time than others may need or that time management schemes suggest, just to accommodate the possibility that I may not be able to do work for a longer period of time as well as time for breaks. As I still have an unfinished assignment that I would like to complete this summer, I can take my realisations and directly practice them on the assignment before coming back to university in September, to make sure that this approach really works for me.
Switching from Unreal to Unity
This is the one thing that went absolutely wrong during my project and I still don’t know why. Even though I did extensive research on this subject and watched countless tutorials on youtube and pluralsight, I still haven’t found an answer, making the switch inevitable. The only way that this could have been avoided would have been going to classes and regularly asking for feedback and help within sessions which wasn’t an option in this particular case. I am sure that had I been able to ask for advice within lessons, this problem wouldn’t have happened. This only shows me to really take the opportunity to collect as much feedback as possible if circumstances permit it.
The switch from Unreal to Unity itself went surprisingly smooth, following multiple tutorials on Pluralsight to set up my scene and always having someone on hand to ask questions and provide feedback or assistance, really helped to finish the game quickly and without major issues, showing that asking people for help teaches you more and more efficiently than trying to figure things out yourself with online tutorials.







