Project Blade, Day 25

Today we were given bad news as our main animator is feeling overworked and burned out. We learned this just before lunch but suspected something was off before that.
They had told the rest of our artists about it who in turned told us designers.

The cause of this has both been the fact that they have been the sole animator until some of our other artists would be free to help. The tasks have also taken longer than anticipated to finish alongside some setbacks, meaning his help kept getting pushed further and further away. Some of the blame will also fall on a lack of communication on both parties, as we should have asked them more about how they’re doing and they should’ve come with their concerns earlier before it became an issue.
To help solve this, we have further diligated more manpower towards animation to leviate the their stress.

Other than that, we have been giving feedback on a lot of the sounds that the sound designers have made. There was a lot of sounds that were going in the right direction, some that felt outright done as well as some that wasn’t in the ballpark. The sound designers took the feedback and have begun to iterrate on them. The music designer has also given us a revision of the elevator music that was a bit controversial at first. Though the revision was much better and fit right in with the vision of the game. This revision might come to be the final one for the game as well.

I have also been doing some level design again today, as we had to make prefabs for the rooms. We did this so that when we revise the rooms, we don’t lose all the spawnpoints everytime. The spawnpoints I added are not final, but the ones from my original draft for them to use temporarily.

As a whole, the project is coming together slowly but surely. There have been plenty of issues regarding art, but things are coming back on track.

Published by Emil "The Pagan"

Newbie Game Designer trying to reach new heights

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