POSTMORTEM… 5SD064 HANNA AHO LIND
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YOU WON!
Postmortem. We have reached the very end of this journey. We all leave the last playtest, and the ever blowing wind carries a few snowflakes through the last rays of sunshine. The playtest has been tiring, yet it gave us much laughter and much confusion. I`m Hanna Aho Lind, graphic-artist from team Troll. We made the game Depth. And our end result is a playable sidescroller shoot em up, with the general aesthetic of “last leg”. The game is to feature a giant monster hunting you from the depths of an underwater cave, with different seacreatures as obstacels in your path, slowing you down. You can shoot rockets to kill the seacreatures so that their attacks don´t hinder your escape.
We have underwater mines who work both as checkpoints and as a “scare away the giant fish” bonus. (this one has already exploded, taking screens-shoots midexplosion is harder than I thought)
We have pickup lights which gives you better light hence better vision in the dark and narrow tunnels.
We have a dying scene.
And a winning condition (make it out from the cave before you get eaten by the giant fish)
We have a tutorial, with voiceacting and a nice explorer-feeling-mode.
Which later turns into a cutscene which takes you to the real gameplay! Hint, scary-looking fish is glaring at you from the deepest part of the cave.
And in total, we have a exciting game which leaves the player feeling lots of things! (during final one playtester yelled so high that the whole room turned to look at us! Score..?) Most common is stressed, but also joy – because they found it super “fun” to play! So what have I learned? First and formost I have learned how to actually make A REAL PC GAME. But to go in to detail I have learned how to do simple works in unity, how to tackle a gamedesign concept and how to develope it further. I have learned how to draw in a style similar to my other artists style and how to animate different cycles. So how did I learn all this? Well starting with I went to all the lectures and read the course literature to get an overall idea of what and how I would learn these different things, like how to develop an idea into an actual thing. Yet how to implement art into unity I got to learn from my fellow classmates, mostly from my groups programmer Clément Pirelli having a “private lecture” for us in the group. How I learned how to draw in a similar style to my other artist is through us having several meetings where we would draw together and show eachother how we would tackle an asset. We also decided on some general sizes in files and some brushes to use – so that the textures would be the same in the assets. Why I went through all these stages to complete a task, an asset, a finalized game is simple to answer. Because I thought it was fun and informative, I felt that I grew as an artist and learned many new and useful things which will help me when I work in the industry. During these 10 weeks I have learned more than I thought was possible, about programs, art, games and much, much more. They say it takes 10 weeks to form a new trend, and now I think I step into arcade games more ready than ever. Below I will add a slideshow of some of my favourite art-assets I have made for our game. So long, and thank you for playing our game and reading my blog!
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