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Sunday, November 30, 2014

Whalesgiving

I'm not really sure what to say other than Thanksgiving happened this week. The art team set up tasks where things would be due on Wednesday regardless of whether members leave for break earlier or not. A second deadline was set for Sunday. Several tasks were done on Wednesday before everyone started feasting on Thursday.

Because most of the team was off campus by Tuesday, only the art team met for the week. We will be addressing several things in the coming week while continuing production.

There's only about a month until Whalemas!

Narwhal Near Enough Work


Accomplishments

animated Kamakaze Unit and Super Unit (3 hours)
        included some minor weight painting edits as well
Created test animations for Support Unit movement (2 hours) (1) (2)
        included creating lore to explain the reason for this uniqueness
Family Playtest Sessions (2 hours)
        took videos which might find their way into our teaser trailer

WIP

Particles and balance are the things that I usually place here but since I've been uninspired by my own progress here, I'm going to put them on the task list and be sure to detail the assignments out so that I and the rest of my team will have a specific expectation of what will be accomplished by next week.

Next Steps

I need to make sure I hold myself accountable for what I commit to getting done, while I'm pretty sure I didn't fall behind on any of my agreed upon assignments (call me out here if this is incorrect), I also didn't take on enough responsibility to pull my weight this week.

Debrief

I slept too much over Thanksgiving, though the time spent with my family was very rewarding and left me feeling happy and supported. They even took the initiative to talk about my project and not just listen to me prattle on about it. They engaged with it and seemed to genuinely want to play and discuss which strategies they thought were strong and why, it was AMAZING!






Nothing Stopping the Steam Boat

Let's just get straight to it, shall we?

Producing Things

  • Update Task Analysis (0.5)
  • Update Gantt Chart (0.5)
  • Aid Jonathan in designing presentation (1)
  • Promotional items (flyers, etc.) (2)
  • Trailer for End of Term Presentation (3)
  • End of Term Presentation Planning (0.5)
  • Modeling
    • Sniper Superunit Phase 2 (0.5)
    • Sniper Tower Phase 1 (1.5)
    • Rush Unit Phase 1 (3.5)
    • Support Unit Phase 1 (2)
    • Kamikaze Tower Phase 1 cleanup (0.5)
  • Update task list and budget spreadsheet (0.5)
  • Set up renders (2)
  • Meeting planning for the week (1)
  • Bring assets into Unity (2)
  • Work with Alex on sound for video demonstration (1)
Total:  22

Proof of Progress 

Links

Sniper Superunit Model


Sniper Tower Model


Rush Unit Model

 

Support Unit Model


Kamikaze Tower Model

 

Promo

Foreseeing the Future

  • Make presentation for Tuesday
  • Plan meetings for the week
  • Discuss deliverables for Wednesday with Art Team
  • Test textures and animation import pipeline for Unity
  • GUI
  • Model
  • Update Task analysis and Gantt chart

Some Other Comments

Now you know what I did during Thanksgiving.

Vacation over!

Awesome week! Got some work done before a long weekend in Boston. Break over and now back to work, work, work.

Finish Line

  • Made more Concept Art (Gatling, Sniper Tower) (1.5 Hr)
  • Kamikaze Unit and Superunit Weightpainting (5 Hr)

Progress

Gatling Unit:
Sniper Tower:


Weightpainting:




 

 Battle Plan

  • Getting back on track with work
  • Focus on finalizing designs for units, superunits, and towers

Damage Control

  • This week was shorter because I had something planned for Thanksgiving
  • There are some things to still talk about for Tower design
  • Once we get one design in for towers, it will set the pace for the rest like previous design hurdles such as for the Gygan and unit.

tl;dr

Good Thanksgiving. Time to get back to work.

-Henderson

Whale I'm Thankful For Something I'm Sure...Probably Unfold3d

Happy belated Thanksgiving to all of you (un?)fortunate readers out there! This was a week of many thanks, but also a time when our team was divided (dun dun dun!)...because we all went our separate ways for the holiday (not as dramatic :/). Models got done across the board, and I even achieved what I set out to do. However after calculating it I somehow had a drop of hours from last week. Perhaps it was because The team tried a new method where items were due Wednesday and Sunday instead of scattered deadline which caused a more concise work schedule. I personally have to reevaluate what I did that caused the change (I blame the holiday).

What I Did

I modeled the Tank Super Unit and Tank Tower (approx 3 hours), asked and confirmed questions I had for my sections in the Final presentation (not sure if that counts for time, but if it does then 1 hour) and began my long journey of UVing all of the approved models so far. I so far finished that Tank Unit, Tank Super Unit and Sniper Unit (5 hours), and am in the process of finishing the Sniper set, and starting on whichever other models are available.

Modeling                  3 hours
Presentation              1 hour 
Uving                        5 hours
Total                         9 hours

What I'm Going To Do

Finish UVing what ever is left after my UV binge. Begin working on textures. Celebrate that the other classes are going to go away for three weeks.

Debrief Not Deboxer

Thank you to Alex and Ryan for helping me out with questions I had with the presentation...I now hopefully will not sound like a confused little boy, and a shout out to Anna for being a modeling machine.


Supporting Rush


Happy Thanksgiving! So it was a short week for classes, but Whale House still had to get work done. This week I concentrated specifically on finishing up the Support Unit and Rush Unit. From there, move forward with designing their Super Units and Towers too. The Rush design is liked much better than the old design by the team overall. Had to address anatomy issues in the ortho, but I think it'll work out now. The support will have an interesting take on how it moves around, so look forward to Jonathan putting together a rough animation of that.

Accomplishments

WIP Screenshot

Next Steps

  • Finish up Rush and Support lines
  • Work on weight-painting or animation for models I've been assigned

Debrief

Despite the Turkey and other delicious food this week, I think the team managed to still put its weight in productivity during the break. I spent a lot of time to add more quantity in my iterations and try to draw the orthos spot on. I'm happy that the Rush design is finally pushing through and that the unit looks a lot cooler than the past design.

Sound design is beginning with Alex our cool marketing musician man. We'll most likely be taking a slightly dark and serious tone for our game instead of playful and light. I don't think it'll clash with our vibrant colors and whimsical, quirky designs. We'll see if that hunch is right once we get more audio samples to play with.

As for the rest of the art team, I think people are really happy that production is moving along so they can complete more things off of our task list and aren't just critiquing concept art most of the time.

We're moving into the presentation so we're practicing for that and hoping to get a lot of insightful feedback from professors on Tuesday. Wish us luck!

Desiree Ann Lim

Doing Shady Stuff on Thanksgiving at Miguel's House

Accomplishments


  • Researched shaders and attempted to write a shader while following tutorials (6 hrs)

  • Helped Anna set up some render files for her to render models over the break (.5 hrs)
  • Rigged Sniper Superunit and Tank Superunit (1.5 hrs)
  • Helped Anna fixed some exporting issues with the Kamikaze Superunit (0.5 hrs)
  • Look at some bone structures of 4 legged animals and asked Desiree to redraw the front legs of the Rush Units (0.5 hrs)
  • Put together what I would like to speak for the presentation on Tuesday (0.5 hrs)

Works In Progress?

Shader writing is the current task I am working on right now. I think it will come into handy for our team, so I decided to look more into it. As a technical artist in the team, I will try my best to make the shaders that I make work with the game. If not, we would probably have to do the traditional way of how we texture things, which itself can take a huge chunk of time out of the team. I rather have something working efficiently so that we can focus on something more important for our game. 

Other work that will be handed to me soon is of course, rigging stuff. Once the rig for Units are done, it is not hard to transfer the rig to the Superunit since the Unit and Superunit are closely related to each other. 

Next Steps

  • Rigs
  • Shader writing
  • More scripts if necessary

Issues

  • Thanksgiving week!! I went to Miguel's place to spend the Thanksgiving. We weren't really able to get much done during the week. I did a bit of Shader research and attempted to right a lambert shader. I didn't get way too far though. So instead, I'm using most of my time on Sunday to fill in the time to get as close to the minimum requirement as possible.
  • There was some confusion about the front legs of the rush unit that Anna pointed out on Friday. I was a bit frustrated and confused about the point Anna was trying to make until she showed me the reference pictures of bone structures of 4 legged animals. That cleared things up a lot for me. I hope I am giving Desire the right direction as to how she should change the concept art while at the same time, not taking too much of her time. 

Last Minute Comments

A bit slow of a week since most people in our team are off campus and are unable to work as much as we should. But since it's the holiday, I wish everyone had a good amount of rest and will be able to push through the last two weeks of the term without much of a problem. 

Kai-Lin Chuang

I Am Thankful for Whales (The Animal, Not the Country)

HAPPY THANKSGIVING!

Look at all dem words I dun gone 'n wrote!

Seeing as this is another week where doumentation is essential, I will be devoting a lot of time to that. This week us CS folk also have our end-of-term presentation to a class of freshman, so I will be spending the next two days getting that prepared.

What I did:

  • SRS edits (25 hours)
  • External Playtesting with friends from home!!!one!! (2 hours)

What hurt me:

  • I'm good.

    What I'm doing:

    • Complete SRS (https://www.youtube.com/watch?v=GjjZGyYcH9E)
    • Design Doc.
    • CS Presentation

    A bit of a break

    This week was not very productive due to Thanksgiving and final projects.

    What Got Done

    • Refactor of the way bases are assigned since that was giving us problems. (2 hours)
    • Fixed a few networking bugs with the lobby. (1 hour)
    • I spent most of my time this week dealing with our Amazon Web Services server where we host our master server.  Starting on Thanksgiving we started accruing charges even though we are supposed to be in the free tier.  I contacted AWS support and did some research into the issue although I was unable to resolve the issue.  I ended up having to shut down our existing server and delete the data to get the charges to stop.  Hopefully AWS support gets back to me soon so we don't run into this problem in the future.  I ended up launching a new server and set it up to be our master server again.  I will be closely monitoring it to see if we keep getting any charges.  (7 hours).

    What's Next

    • Continuation on what I set out to do last week.
    • Final presentation work.

    The Song Remains The Same

    This week I was whisked away from my marketing duties for my first musical contribution to Gygan Reign. Never officially inducted as a composer for this game or any other, I was tasked with scoring the development teaser video present in the team’s imminent presentations. Well, maybe not “tasked with” so much “hey guys can I do this thing please come on guys yes I’m doing the thing.”

    Excessive enthusiasm aside, this was a challenging task, chiefly because the tone of the game is yet to be determined. Music goes a long way in cementing the feel of a game, but we weren’t sure what kind of emotional landscape we wanted to create. As such, I spent the first couple days of the creative process basically banging on the keys aimlessly, falling victim to muscle memory and composer’s gridlock. Finally, on Saturday Anna sent me the first draft of the video and a barrage of expressive adjectives, which served to guide my process.

    After cranking out some dissonant chordal movement as a first section and earning early approval from the team, I proceeded with developing the composition as much as I deemed appropriate within a 1-minute timeframe, eventually moving towards something more majestic to suite the grandeur of Gygans playing gods. With a vision in mind, the hardest part became not overindulging and simply writing for the medium. While I believe I accomplished this, I still managed to have a fair share of fun. 10/10 would compose again.

    Regards,

    Alex 





    Sunday, November 23, 2014

    It's Whale Time

    End of Cycle

    This week marks the end of a cycle (previously called sprint). We made significant pushes in all art and increased our productivity as shown in the task analysis. However, I (Anna) have made the drop in productivity after the first weekend of the sprint to the team. Everyone on the team understands that there is plenty to do, as many have been reaching out to their accountability buddy for more work if something in the pipeline is still being developed.

    That being said... While concept art and Jonathan are less of a bottleneck, there are still some halts occurring. I will continue investigating this so that the team runs more smoothly with each passing week. Conflicts in communication have been noted. The other members have noted the value of the accountability buddy system and the performance check-in so we will continue doing it. However, participation in the buddy system has dropped, with the pace only picking up towards the last few hours of the work week.

    During a meeting a week or so ago, students under the Digital Media Department are required 12 hours of work as the class is 4 credit hours while students under the College of Computing and Informatics are required 10 hours of work as their senior design class is 3 credit hours. While this requirement has been stressed due to the sheer amount of work floating around, some of the team members are still not meeting their quota. This will be addressed in the art meeting on Monday.

    Amping up Marketing

    With Alex completely on board--have you read his very professional and well-articulated posts?--we established another weekly meeting for marketing. The marketing team is composed of Alex, Desiree, Dylan, and myself with other members of the team chiming in as they wish. We spent time this week to establish the visual identity and worked towards selecting our font. We will be translating this information over to our website once we start the process of building it. In addition to building our visual identity, Alex is basically drilling who we are (public-facing) into our heads. Good times.

    Possibly GDC

    Whale House Studio is in an internal competition for the chance to go to the Game Developer's Conference (GDC). Before the new academic year started, most of us were already planning to go to GDC. Now with the competition, we are aiming to gain funding so the entire team can go and represent Gygan Reign. As the term draws to a close, I will begin planning the trip for those who are definitely going. We will be re-arranging our goals for each production cycle as a result of the internal competition.

    Holidays

    With Thanksgiving and then Christmas coming up, the team will face difficulties in meeting and checking in as most people will be off campus for the holidays. This week especially will be a challenge as many will be departing on Tuesday. I will be working towards ways to keep everyone moving while giving them time to spend with their families.

    Looking for Sound

    Our advisor, Stefan, has been constantly reminding me to find a solution for sound. While Gygan Reign is quite lovely without sound (we prefer the bantering between opponents when playtesting), we all recognize that the sound design will help tremendously in building the player experience. I will be discussing this with Jonathan in preparation to address this in our end of term presentation.

    End of Term Presentation

    The end of term presentation will occur the Tuesday everyone comes back from break. This will be the time to show off the progress we have made and the direction we will be going in moving forward to the faculty. Whale House Studios hopes to have a stronger presentation than the pitch presented at the beginning of the term.

    Everyone has worked so hard thus far and we must continue to whale on!

    No More Oh Whales

    I figured out where some of my hours are going. See below! In addition, my other comments will be made in the weekly team summary as to avoid redundancy.

    Producing Things

    • Planned the week's meetings, decisions to make, etc. (4 hours)
    • PowerPoint to check in on overall progress of the team (3 hours)
    • Lab date with some team members (9.5 hours)
      • Model things and put those things into Unity
        • I spent time fixing Kamikaze Unit and Kamikaze Superunit only to realize that Miguel already UVed the models.
      • Learn how to use Mecanim
        • I met up with Kai-Lin to do this!
      • More GUI development
        • I met up with Dylan to do this! He expressed the need for another menu
        • I consulted Jonathan for the direction we should be going in
      • Made a Maya scene for rendering turntables of our model
    • Logo design (1.5 hours)
      • The design was conceptualized during the meeting but I executed the production part
    • Preparing trip details for the team (0.5 hour)
    • Update Gantt chart (1 hour)
    • Update Task Analysis (1 hour)

    Proof of Progress 

    Links

    Sniper Superunit Model

    Logo

    Original Logo


    A Font Variation

    GUI

    Mock in Illustrator

    Maya Scene for Rendering 


    Test Renders on Kamikaze Superunit

    Foreseeing the Future

    • Update Task Analysis
    • Update Gantt Chart
    • Aid Jonathan in designing presentation
    • Promotional items (flyers, etc.)
    • Trailer for End of Term Presentation
    • End of Term Presentation Planning
    • Modeling
      • Sniper Superunit Phase 2
      • Sniper Tower Phase 1
      • Rush Unit Phase 1

    Just whale-ly moving forward

    First things first, my new laptop is back and "fixed", but it ended up still having problems that I've been sorting out.  It's only finally up and running this weekend, so most of my work was still on my incredibly slow laptop that can barely run Unity.  Because of this, I ended up trying to stay away from adding new features that would involve a lot of testing and viewing, and tried to keep my changes as straightforward from a programming perspective as possible.

    Last week's build was a lot more stable, but there were still some significant bugs that needed fixing, so my goal was to remedy as many of those as possible.  Early in the week some solid progress was made in fixing some of them, but other bugs involved a lot of searching that basically led to dead ends (never able to find the root causes).  Some of these bugs I wasn't able to reliably test and recreate on my machine, but that should hopefully be less of an issue in the future.

    After the decision about how line colors were going to work, it was time to re-work how teams were handled.  This was one of the first things Dylan had written, and the game has certainly changed since then, and the code involving teams was Frankensteined together over time.  A lot of time was spent re-architecting how teams are handled, and the end result is a system that is much more robust, lets us quickly tweak colors from the inspector, and let's the team system be managed without going into the code.  A similar system was rolled out for paths.

    One big issue was an error that would only appear in builds but not in my inspector.  Fortunately, Dylan pulled my code from a remote branch was was able to debug much more quickly then me due to him being able to run networked games, whereas I could barely run a single instance.  it turns out one of my fixes didn't play nicely with some third party software, but the problem was addressed.

    Work has also been done on letting us toggle between different path systems, so that we can enable debug modes with certain color schemes, and production modes with different line colors.

    Accomplishments

    • Improving how "proposed paths" work and adding functionality such as the remainder of invalid paths being tinted (1 hours)
    • Changing how paths get their color information so that it's easier to change/expend in the future and doesn't involve modifying code (1 hours)
    • Toggleable debug mode that lets you see: all paths, only the active paths of your enemies and all your paths, or all your paths (work in progress) (2 hours)
    • Reworked how the team information is stored and transmitted, new system is much more robust, allows us to add/remove/modify without editing the code, allows us to attach metadata (Thursday) (4 hours)
    • Assorted bug fixes and optimizations (7 hours)
    • Art direction and feedback (1 hour)

    Not-so-much Accomplishments

    • Trying to debug the issue where the game would behave correctly in an editor but incorrectly in builds (Dylan eventually found the cause but we never understood why it worked in the editor, it shouldn't have worked in either) (2 hours)
    • Moved all team information from a collection of lists and enums to a dictionary based system, this made changing colors easier and limited code reuse a lot.  While this was a great change to make, it was largely replaced by the work I did on Thursday where team information was moved to dedicated objects.  This work still laid the groundwork, but overall an hour or two would have been saved if I had known the right way to do it from the start.  (3 hours)
    • Trying to find the source of bugs that I was unable to replicate, identify, or solve (3 hours)

    Next Steps

    • The next important things of units navigating paths well and rerouting paths around towers are being blocked by a big gameplay discussion, so they're on hold.
    • There are some big bugs that I'm still trying to find the source of and am working on fixing those.  I'll probably also be doing a lot of CS paperwork and documentation this week.

    Ryan Daugherty

    Modeling, fixes, weird art and research via playing video games...WHALE YEAH!

    This week felt uber productive for both me and the team. My facebook feed exploded with the sheer number of orthos and concept art iterations. Our team also got to play the latest build with actual models in it (and a lot of fangirl screaming about it from Henderson), and I realized that I should go MLG Pro since I found a game breaking strategy that no one can beat.

    What I Did

    At the start of this week I finished the modeling of the tank unit by adding the remaining parts of its armor. This actually took quite some time since lining up with the orthographs as best I could while actually having the pieces in the proper areas on the model proved to be a challenge. (2 hours)

    After Kai-Lin reviewed my first phase he gave me a few areas to fix for the rigging process to work, and using his many useful screenshots I got the approval of the phase 2 model. (1 hour)

    At the start of this week a new MOBA (Multiplayer Online Battle Arena which is the genre of League of Legends and Dota) came out for the iPhone called Vainglory. After playing a practice match (an incredibly boring mode which is designed for you to test out characters) with the Character SAW, I found that the way his passive works for his basic gatling gun attack would be a good way to implement it in our game. After bringing this to Jon's attention he said that that was actually how he visualized the unit working in our game ending the message with "good reference." Seeing as that was good reference I decided to be a masochist and try out every character in practice mode to get a feel for them, and have a few ideas for how units such as support and rush should work, and plan to share this with Jon the next time I speak with him. (10 characters practicing for 15 mins each = 2.5 hours)

    Speaking of support units our team decided to play the game this past Friday, and I had the pleasure of going against both Jon and Alex. I accidentally found a game breaking strategy of just building support units, which thanks to their stacking buffs eventually had them dealing infinite damage. Our game, which usually takes about 15-20 mins per match was a 3 minute domination with the opponent left in awe by my mad skills (or something like that), but thanks to this we learned an aspect that needs to be rebalanced for our game to be enjoyable by people that aren't me. (9 minutes ;D)

    Thanks to my partner Ryan, I was assigned the task of trying to come up for an idea for the crippler where he wanted me to combine scorpion elements with other animals. Though I cannot exactly say it was a success in terms of both artistic talent and coming up with an idea that the team liked, I had a lot of fun doing it. (3 hours)

    Lastly, Desiree has posted the orthographs for the tank super unit and the tank tower, and I have been modeling them now, and plan to have them up on dropbox by tomorrow afternoon. (3 hours)

    Total amount of time: 11.5 hours

    What I'm Going to Do 

    As stated above I'm going to finish the tank super unit and tower by tomorrow, depending on where the phases are start to UV the models that are already done and begin to texture the models that I am tasked with texturing. I also plan to speak with Jon and write up documentation on my findings on the game Vainglory. 

    Debrief Not Deboxer

    Shout out to my main Man Ryan for giving me things to do, and for being just an awesome guy, I'm going to miss having you as a partner. Also shout out to Henderson for starting normals on Augher in zBrush. I'm excited to see how effective that level of detail will transfer so I know for my own texturing purposes.




    Rigs and Mel Scripts. Feel so whaling productive!

    Accomplishments

    • Rigged the tank unit (2.5 hrs)
    • Researched on blendshape in unity and reviewed Mecanim (2 hrs)
    • Edited scripts (5 hrs)
      • Spent a lot of time on the IK rig script due to constant issues and bugs that I had to fix
    • Made a new script for baking animations into the joints of rigs (1.5 hrs)
    • Gave Anna a brief lesson of setting up Mecanim in Unity (1 hr)
      • Went through it with Dylan and Jon as well and we all discuss a bit of how the animations should be used for our game.
    • Fixed Jon's Augher animation file (.5 hrs)
    • Reviewed Miguel's Tank unit model and some concept art (1 hr)



    • Made videos for people to see my progress (.5 hrs):
      • Tank Rig
      • Blendshape test (Note: I kind of bashed on my keyboard, so I would suggest to turn the volume down a bit to prevent having ear injuries. Now that I warned you, YOU CAN'T SUE ME!!!)
      • MEL script updates (Note: My mic was really soft this time, I have no idea why so if you can't hear too well, you can turn up the volume.)

    Works In Progress?

    I've played tested the game for an hour or so this Friday after our weekly meeting. It was a lot of fun and at the same time, intense when I was playing against Alex. I am happy that the build is working out fine. We changed some values for the resources and I think it's getting to what we wanted. However, we really need to debuff the support unit since it's way too overpowered. Miguel was able to win against Jon in 3 waves with just support and 5 waves when he played with Alex. 

    Models will be out by the end of this week, so I'll hop to rigging soon again. Not that I have updated some of my scripts, I am sure that I will be able to rig faster. 

    Jon request some shaders to be made so I'll be researching on that in the near future. 

    Next Steps

    • More rigs
    • Start working on shader writing (Need to get more detail from Jon)
    • Any other technical stuff that the team requests me to do
    • Review some concept art

    Issues

    • A lot of issues when I was updating the IK rig script. I played around with a bunch of different methods to try to get what I wanted, but failed a lot of times. Either the text field wouldn't work or there is some problem with the renaming of things. But, after looking up a ton of helpful resources online, I was able to work my way around things and have the script work closely to what I wanted.
    • Models was coming out a bit slow this week, but it allowed me to work a good amount of time to update my scripts.
    • Mic issues on my Macbook pro. Maya crashed after I ran the Bake Animation script when I was almost done. I didn't save so I had to restart the script from scratch. First world problems...

    Last Minute Comments

    This week was a extremely productive week for me. I really enjoy updating and creating MEL scripts. Makes me feel like a programmer that can make things work for once. Overall, I am enjoying my role as a technical artist in my team. The team is going well, things are progressing slowly but not as fast as what we had planned for. But I'm sure we will be ready when final week comes around. GO TEAM!

    Kai-Lin Chuang

    Documentation is Now my Life. Too Sad for Whale Puns.

    Well this past week we got another piece of documentation to do on the CS side of things, so now I have two documents to write.
    Yay.

    What I did:

    • SRS edits (25 hours)

    What hurt me:

    • More things to write that are not code.

      What I'm doing:

      • Complete functional requirements for SRS
      • Start making figures for Design Doc.

      Over(whale)ming Odds

      I got busy with some work this past week with other classes in preparation for final project and did not give myself enough time for

      Finish Line

      • Made more Concept Art (Sniper Superunit, Sniper Tower, Gatling, Crippler) (4.5 Hrs)
      • Orthographics (Sniper Superunit) (2.5 Hrs)
      • Environment test (1.5 Hrs)
      • Zbrush sculpting (1.5 Hrs)
      • Kamikaze Weightpainting (1 Hr)

      Progress

      Sniper Superunit Orthographics:
      Sniper Superunit CA:

      Sniper Tower CA:
      Gatling Unit CA:
      Crippler Unit CA:
      Environmental Concept:
      Augher Sculpting:


      Weightpainting:


       

       Battle Plan

      • Get as much work done as possible before Thanksgiving break
      • Catching up on the work I'm behind in
      • Even help out with Environmental Design

      Damage Control

      • I fell behind the quota and need to catch up on whatever work I need to do.
      • I will try to get as much concepts out to help out with everything.
      • We are still trying to figure out a design for crippler which might push us back a little.

      tl;dr

       Will be catching up and doing a lot of work this next week.

      -Henderson