Wednesday, October 13, 2010
Brayden Latimer - Lead artist
For the Second project, My responsibilities as Lead artist mainly consisted of the design of all of the assets (so they could later be vectorized by Lana), character design and development (Excluding sparky) and Audio - which included creating custom musical tracks for the character and SFX. However I also gave some support in other aspects of the game such as animation (The final end game cut scene), last minute Game engine troubleshooting before presentation and blog maintenance.
Tuesday, October 12, 2010
5.16am and still going
I've Re created the end animation. Not perfect, but a massive improvement on what we used to have.
12.49am work still continues
We are still working on getting the game ready for presentation. Jobs that have been done include background colour alteration, Asset touch ups, Engine alterations etc. Long night ahead.
Monday, October 11, 2010
Sunday, October 10, 2010
Update

Making considerable progress today after we switched to a largely WYSIWG-based game engine called 'Edward', at Kah's suggestion.
http://edward.sophiehoulden.com/index.php?title=Main_Page
Should make editing much more rapid since I haven't had any time to devote to scripting since asset management has taken so long.
Mainly waiting on the Level 2 layout and the character atm.
Audio
Disregarding Audio 1 + 2 + 3 and focusing on audio 4. I have gone with a more classical feel to the song trying to portray the characters innocence and "cuteness". Good feedback so far.
Thursday, October 7, 2010
Tuesday, October 5, 2010
First concept aesthetics
Second Sketches.
First thoughts on level lay-out.


First thought on level lay-out for level 1. As we all decided an old Steampunk, rustic style, would work best for the initial look for the game, my thoughts were to add broken clocks into the level. We later came up with a different, more simplistic approach to the level, realizing too much detail would lead to confusion.
Game Engine
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