08.28.17 | Proposition 4 - Game Development
This is sort of what I was working on with Greg last year. The fourth thing I could show you here and there (but way less often) would be working on programming the game itself, which is being done in a pre-existing game engine that's free to use. Back when I was working with Greg, it was in more of a proof-of-concept state, but here are some examples of what I was working on, which combine elements of practically every other form of design I work on - the music or sound design, functional implementation of it, getting the user interface itself to go along with it, etc.
Because of the leg (and because I sort of burned myself out by the end of Greg's course), I stopped working in the engine itself for about 5 months, but I just recently got back into it within the last week or two. I'm trying to move out of the proof-of-concept stage and get into developing actual assets, which is where things like the art and music come in. Here's a video of what I did in the last couple of days; I'm working from "scratch" and started up a completely new project, although there are some third-party assets (like the "building blocks") being used. The 3D models, animations, and "material" work (the glowing wireframe-esque appearance of the humanoid models) are what I've done, in addition to programming the actual functionality from a gameplay perspective, like moving around and aiming.
Because of the leg (and because I sort of burned myself out by the end of Greg's course), I stopped working in the engine itself for about 5 months, but I just recently got back into it within the last week or two. I'm trying to move out of the proof-of-concept stage and get into developing actual assets, which is where things like the art and music come in. Here's a video of what I did in the last couple of days; I'm working from "scratch" and started up a completely new project, although there are some third-party assets (like the "building blocks") being used. The 3D models, animations, and "material" work (the glowing wireframe-esque appearance of the humanoid models) are what I've done, in addition to programming the actual functionality from a gameplay perspective, like moving around and aiming.
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