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.