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Reflection Notes I am overall pleased with the models, textures, and environment but I feel there are a few minor issues I had with the overall design. Some of the models had to have their mesh colliders and box colliders removed in order for the FPS controller to move around the screen. The placement of the models obscures the vision of some objects, and the rooms seem to be all coalesced into two rooms that resemble a detailed yet bleak apartment. The textures for bloody footprints could not be found in the assets store so they could not be added to the scene and some of the textures overlap creating some jittering and irregularity. 

Production Plan For the Development Suite, I intend to condense the first phase of work into a poster according to the Style Guide. For the Iteration Guide, I would show the development process of layout options or iteration of a prop to annotate. I would reflect on the models, textures, and the environment to simplify then create a production plan for the next phase. A technical outline demonstrates how time is spent including processes that could create problems. For the World Document I will show my best outcomes in terms of screenshots of progress, style statement, iteration evidence, a technical review statement, and an extra focus on written or indirect art elements. 

Technical Outline After creating a 4-page mood board of movies and games relevant to cults, abductions, ritual killings, supernatural events, and crime scenes I will create 24-quarter page sketches. This will include the environment being either a crime scene, sacrificial alter, site of ritual murder, or the spooky town. Props include a bed, baby carriage, bookcase, chairs, tables, sink, toilet, cupboards, drawers, rugs, doors, windows, curtains, buildings, houses, streetlights, roads, vehicles, trees, and people. For the concept images I intend to sketch my ideas on paper first, then use a fine-liner for the outlines and colored markers to color it in. I might experiment with Adobe Photoshop and Illustrator and then use Unity for the final outcome. However, I nd digital painting frustrating and tedious and prefer sticking with hand-drawn designs or photo bashing. For the ten quarter-page in-engine screenshots I intend to use some gray boxing techniques with either self-created assets or assets purchased from the asset store for Unity. I would rather focus on a small area such as the crime scene during the blood moon or the tree of death beside the bloody rivers. I would rather not include a short video of in-engine game-play until later phases in the assignment.

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The Passover.zip 968 MB

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