Back in the proverbial saddle
BLOG ENTRY 18 - 01.7.2021
Well I’m technically back and sorta refreshed. Been taking a little bit of stock about what needs to be done and prioritizing what I need to work on. I have a metric fuckton of work to do and I need to make sure I work efficiently as it will be important moving forward. I have been working too chaotically and have too many pieces are at some incomplete percentage.
My goal this week will be to try to standardize things that will improve workflow for multiple people involved. Thus far it’s just been 2 of us and it hasn’t been as necessary, but having more people be involved in the project makes it necessary for everyone to be in the same page. There can be room for creativity but that has nothing to do with the concept art format that everyone can read and understand. We have a bunch of concept art but all in different format and/or medium, so we’re going to do some research on industry standards or make up one for us.
I’m happy to say that our 3D modeler has had some free time over the holidays and has been working on getting the hang of the blender to unreal workflow. We haven’t added it to the game but it looks promising for prototype purposes.
I’ve already got a good idea on what type of weapon behavior I want the rifle to have. so I gotta watch the tutorials to get to code that. I hope next week I can show progress with this gun, for now I’m just really happy that it looks very much what I had in mind. But again, it was with one on one talk in order to get there. I did not provide a proper brief or concept art, hence why I’m so interested in just making a smooth pipeline of creating the concept art, getting the model, and putting it in the game.
If we can get that steady workflow. I believe we’ll be able to speed up development and have more to show soon, hopefully getting closer to that delicious vertical slice. Alas Planning is one thing, and getting it done is another. I hope we can do it.
Well, here’s to getting shit done.
Happy 2021
Daniel “Freaky” Aguilar
Game Designer
Plasmapunk Studios