Thursday, April 24, 2014

Week 16: April 21 - 25

Well, it's the last week of the semester, our game has been published and now appears on Playstation Mobile store, and we had a great turnout for EAE day. It's been a long year and a short year at the same time but it's been a lot of fun in Capstone. It's kind of sad to see it coming to a close, and exciting at the same time. We had a lot of fun as a team and I think we were able to create a pretty good game on the PS Vita. Now bring on the $$$$$! I have grad school to pay for.
Week 15: April 14 - 18

We are still waiting for our game to appear on Playstation Mobile. Hopefully it happens soon because we're getting things ready for EAE day next week and we'd like people to be able to purchase our game from the store if they would like to.

Tuesday, April 15, 2014

Week 14: April 7 - 11

We finally fixed everything we needed to and Sony has excepted our game submission!!!! It shouldn't be too long before our game is available for purchase on Playstation Mobile (PSM). Yeeeaaaaa!!!!
Week 13: March 31 - April 4

Another week gone by and still Sony has not excepted our game submission. There are still little tweaks we are doing in order to meet their requirements. One of the things I had to do was to fix the controls screen. When I first created it I used an image of a Vita, which Sony won't allow due to copyright issues. Anyway, I made a new controls screen for our game

This was the original overlay

This is the new overlay I made

Week 12: March 24 - 28:

Well, everyone is back from GDC and now we are trying to fix whatever bugs and issues that need fixing. As far as art is concerned not a whole lot has been happening as we feel there is no point in doing more art work until what we do have is working and fun. I did make a logo for our company (Pull the Plug Studio) name however, as that is a requirement for Sony to except our game submission. Plus, we needed one.



Wednesday, March 26, 2014

Week 11: March 17 - 21

Since a lot of our team was at GDC this week we didn't work on the game as far as art was concerned. Right now tech team has been doing all the work in order to fix all the issues so that we can submit the game to Sony.
Week 10: March 10 - 14

This week was spring break and so we took the week off.

Monday, March 10, 2014

Week 9: March 3 - 7

This week was mostly the tech team figuring out some issues we're having running the game on the Vita. As far as art goes Wes and I worked together to get the poster for our game completed. He did the drawing and I painted it.


Wednesday, March 5, 2014

Week 8: February 24 - 28

More art assets and level designs created, including some 3D assets made in Maya for the world map.

Floating Platform

Background (outside fun house) Jun created the moon and clouds.
I created the foreground

Fun House for World Map (I modeled the scene and Wes stylized the House)



Week 7: February 17 - 21

Made more art assets again this week. These assets go in the Fun House. I also worked on some level designs.
Level Design

Level Design



Week 6: February 10 - 14

Created more art assets. These assets are specifically for the fun house level.
Ramp to enter Fun House

Fun House backdrop (Jun helped with this)

Window for inside Fun House

Friday, February 7, 2014

Week 5: February 3 - 7

This week we worked really hard to get ready for play testing that took place on Thursday the 6th. We were were able to get 5 tutorial levels completed. During play testing we discovered that our tutorial levels are still a little too difficult. It's hard to find that sweet spot between being easy enough to play and understand without holding the players hands. Looks like we'll have to get back to the drawing board.

Monday, February 3, 2014

Week 4: January 27 - 31

Another week of art assets. With the tech team working on getting our code to work on both Windows and the Vita (which unfortunately there has been some technical difficulties so now we will be going back to the original code and only run the game on Vita) we as an art team continue to work on art assets to put into the game once the new level editor is complete.

Here are a few assets I did personally:

Collectible Token


Flags and Flag Posts

Level Complete Platform


Tuesday, January 28, 2014

Week 3: January 20 - 24

This week was a continuation of last week. We are still working on art assets so that we will have plenty of assets for all the levels. Right now our tech team is rewriting our code in order to make the game run better as well as making it so it can be run on Windows. They are also creating a new level editor. As a result of these decisions we, as an art team, can only create assets instead of actually putting the levels together. We're hoping though that if everything goes as planned we will have plenty of assets available so that when the level editor and such is completed we can pump out a whole bunch of levels.

I personally have been working on the texturing of the assets.
Week 2: January 13 - 17

This week we worked on level design and art assets. We decided as an art team to shrink our level sizes since our current level designs are too large and the game will play better if they aren't as large. Our level designs were more focused on tutorial type levels.
We also came to the decision that our game doesn't need much of a story. The game is more about the mechanic and gameplay. This will help us to move forward instead of getting hung up on figuring out a story.

Monday, January 13, 2014



Week 1: January 6 - 10

Well, it is the start of a new semester and the second-half of EAE Capstone. This week we talked about where we want to go with Reflections and setup milestones so that we can finish the game and make sure it results in the game we want it to be.

We started by designing levels and we began creating 2 levels, that I designed, for a haunted house within the circus. I personally worked on texturing the outside of the haunted house that the player will enter. I am also working on the backdrop for the levels that take place inside the house.

Here are my level designs for the haunted house:
Haunted House Level Design 1

Haunted House Level Design 2











Friday, December 13, 2013

Alpha

Week 16: December 9 - 13

This week was all about alpha and getting ready for a successful showing at the EAE Open House on Thursday, December 12. Despite long nights (one night included our team working from 4 pm until 5 am) and no sleep our team is getting along great and making excellent progress toward what we think will be an exciting and fun new game to explore when we release on the Playstation Vita next semester.

Click on the link to see gameplay video of Reflection:
Reflection gameplay (Alpha)

Here is a link to our team Website:
Team Blog

Most of the artwork I worked on this week involved re-texturing art assets as well as making other assets to place in the game. Here is the level exit door I created that we hope to eventually animate and have our character walk through to go to the next level. We're planning on having the player jump up and grab the wheel at which time an animation of the character will then shimmy about in order to turn the wheel so the door will swing open, at which time he will then walk through it.

Level Exit Door (Alpha)
These are the Lanterns I created that are hanging from a rope at the end of our demo level for alpha.
3 Different Lantern Types (Alpha)


Tuesday, December 10, 2013

Week 15: December 2 - 6

This week in game making was all about making art assets as we "draw" (pun intended) closer to alpha. We've also been working hard to make sure we are ready for next weeks EAE open house...this included putting 6 hours of work in the lab on a Sunday. It will be a good opportunity to let people know about our game and hopefully we can get some good feedback. Anyway, below are some assets I worked on. I've been charged with texturing the assets that get drawn.

A Type of Stairs Asset

A Type of Platform Asset

Junk Pile Asset

Lantern Asset


Sunday, December 1, 2013

Week 14: November 25 - 29

This week in game making was all about turkey! It was Thanksgiving break and so we had a short work week. We decided to do as much artwork as possible before the break so that we could each relax and prepare ourselves for the final push before alpha.

We have started as an art team to break up the work so that we have two artists drawing, two artists coloring, and two artists shading. I have been put in charge of coloring with June. The team felt like he and I were the best at coloring. I think this process of breaking up the workload will work well. It's a similar idea to how artwork is done in Comic Book Art. Hopefully, it will also help in keeping our art style coherent.

Sunday, November 24, 2013

Week 13: November 18 - 22

This week we had to show off build 2. We had a working demo on the Vita, albeit a little laggy and buggy. At least we got to see it working, and our main mechanic of drawing mirrors to reflect objects around you to solve puzzles is working. For the build we created all the artwork and animations as an art team. It's a lot of fun to see our artwork in game and playing a demo is really helpful in understanding how the game works and what we can do in designing levels for the game. It's great to be a game maker! Games rock!