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production 21/03

For this week I have started on my layout and doorways for my level and trying to get a good size of everything and find out the right size for it.

I have used the basic box shape to make my walls and a plane for the floor. 

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production week 28/03

I had done my decals on the walls to make it look more unique and less copy and paste with textures on the walls. It took me a while to get them to work and then even longer while putting them on the walls as they were quite small while the area was quite large.

This is when I started to touch on the decals for my project, the decals were the biggest part as they were the whole design I did for my walls which would give it the run down look. I had quite a lot of trouble with decals as I couldn't get it to work, but I soon figured it out by having to move around the decal a lot to get it to the right place as well as having to turn the original image into a material which had a specific element to it.

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production week 04/04

For this week I am focusing mostly on making my assets so I can place them into my level and start on the mechanics side of things.

For these assets I used a few different shapes to get the certain design and how they look while also using the chamfer tool and bridge tool.

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I am going to texture while making assets so once I've made two or three assets I can then texture them after so I do not have to worry about it after.

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For most of my assets I used two tools in particular the most, these tools were called the inset and extrude tool which allowed me to push certain sides of my shape in or out.

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I have now finished most of my assets that I could do/ think of for my lab and they are all textured and can now be imported into my level.

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Substance painter

This is my use in substance painter and how I used layers and masks to get the textures I wanted on different parts of the model to get it to look like that.

I only used basic tools and materials with the materials being certain ones called smart materials. Smart materials basically wrap around the whole asset making it look like that material. using a black mask on the same material/layer basically means that you can highlight certain parts of the unwrapped asset to only make that part that material. the use of this means that I can have one asset where each side is a different material, this is very useful for certain assets where they might need high detail on multiple different sides and certain parts.

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production week 25/04

for this week I am fully focusing on my practical and starting with the mechanics side of  my level.

I have been experimenting with a fire system that spreads slowly over time which gives the sense of limited time before you fail and have to restart.

To do this I have used a simple bit of code, but it doesn't seem to work and doesn't start so I am thinking of having it already on fire and just having an area blocked off.

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production week 03/05

For this week I am going to be making an end screen for when you exit through the door as well as finishing my door and key.

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I have made a main menu, a win/lose screen as well as a credits screen.

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I have changed my walk speed so that you walk slower because it's a smaller area and it needs to take a bit of time to explore the level.

I have made all my menu's as well as made a few minor tweaks here and there.

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production week 09/05

today I believe I have finished my main level and am happy with how it has turned out. I have checked through my mechanics and everything should now work. I have also made a game capture which is the video below which shows most of the level apart from the main menu.

production week 16/05

This is the final week that I did on practical. I had made some finishing touches with my layout by adding in some more assets and another desk to fill out a bit more space as it looked quite empty.

The desk on the left is the added addition

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