Hello! I need one last task list stating what you worked on during the game jam. Please include all tasks assigned to you. Whether it made it into game or not.
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2/7/23 - Global Game Jam Final Task list
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Annamarie Alvarez
-modeled/topologized/uved + textured baby sprout
(modeled leaves to be used in teen sprout and weapons)
-added to the textures of teen sprout
-uvs/textures of beetle enemy
-textures of mushroom enemy
-textures of worm enemy
-helped populate section of map
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Yvette Diaz
Worked on
-mushroom enemies, high to low, uv unwrapped, textured
-UV unwrapped worm
-made texture to beetle (game vers)
-level layout for parts of the level (asset placing)
-adjusting for rigging issues (IDK)
-Character lead
-updated Prod managers and organized meetings
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john Crafford
weapons
bat
high poly, low poly, uv unwrap, textures
completed, used smart materials made by anna
vine dart
high poly, low poly, uv, textures
completed, used smart materials made by anna
help Robert with designing game play mechanics most were cut for time.
level layout handed off the rin
level section 7 dressing - handed off
helped with baby rigging issues with Jacob
completed
level lighting in unreal
completed
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Brian Marquez
Characters:
Enemy (Beetle):
- modeled highpoly
- modeled lowpoly
- UVed
Environment:
- Mushroom Platforms:
- modeled lowpoly
- Uved
- textured
- Roots:
- modeled lowpoly
- modeled highpoly
- Uved
- textured
- Map Layout
- Placed assets (rocks, mushrooms, stalagmites) for Lvl 01 and Lvl 06 of map
- Placed roots for 1/2 of entire map (across all levels)
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Asiel Aguiar
What I worked on:
- All three terrain materials uploaded as both textures and .sbsar files to assist with other terrain models
(Subsoil, ceiling, and walls)
- Configured material blend shader and painted in environment vertices.
What didn't make it in:
- Ceiling Material (wasn't included in final environment)
- Vertex painted environment meshes (contained all three materials, but didn't get uploaded in time for submission)
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Efrain Dominguez
Model the low poly and high version of the worm enemy
Texture and make emissive maps for the Mushrooms and export them from Unreal as assets
Texture the dirt mounds and export them from unreal as assets
Place down assets into a portion of the level
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Corrine Nino
-Sculpted rocks
-Modeled and UV unwrapped mushrooms
-Modeled mounds and textured
-Modeled layout ground
-UV unwrapped walls
-Tweaked lighting
-Imported team's models + shaders into engine
-Populated section of map
-Created instances for tiling materials
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