WHAT CAN BE IMPROVED ON:
MOD II No Longer Required
At the end of Quarter 1, MOD II was no longer a required course. This caused us the most significant problem.
When it was announced that MODII was no longer required we had the departure of seven team members. While an attempt to fill
their positions in week 4 of MODII we were only partially able to replace them. The replacements while hard working were less
effective as well as less accountable to the project. The newcomers had the following problems:
Lack of experience with tools and the team:
Without prior working knowledge of most of the replacements
I had to take the time to evaluate their skill levels. The replacements had to be brought up to speed about the game and technical
specifications and most lacked any experience with the unreal III engine. While they were anxious to help most had very few
modeling classes under their belt. Without the appropriate skills I could not reasonably assign them all items of high importance.
Some Lack of Accountability
As the contracts were laid
out only 2 contractors stayed on after 1 assignment (3 props each). Of the seven we received 1 also dropped the class. With
some creative effort overall we only effectively replaced the workload of 2 people instead of seven. This is because the normal
student was assigned 8 or nine props per quarter.
Even
with some help cutting MODII as a requirement lowered my environment art staff by almost half. We had to reassign everyone
and rethink how we approached the game. This caused us to cut some aspects of the game like full animation cinematic scenes,
most particle effects, lack of life in the house and some sacrifice of texture detail.
Work-flow and Naming Conventions
A more standardized work-flow process would have improved the quality of project
by 10 fold. The leadership team should have taken the time to standardize more of these procedures. Some of the specific items
that needed more of a standard or that needed to be implemented sooner were:
Submission of Work
More Logical Naming Conventions
Creation of Textures
After the
staffing cut after MOD I. The producer decided to simplify the schedule and assign specific rooms to individuals however by
simplifying things fell through the cracks that should have been taken care of.
Technology Gap and Unreal III ’s Lack of Documentation:
Character Import Difficulty’s
The Unreal III editor launched without the ability
to add custom characters. Even with a patch coming at the end of MOD I. No documentation was released by Epic games on how
to get one in game. Only by the sheer determination of Jeremy Lanum were we able to get them in the game. Because of the lack
of documentation and the patch not being installed on school computers; it took until week 7 of MOD II to get a custom character
fully functional in game.
Drag
and Drop UI Puzzles a Bust.
We had originally planned for about 5-10 more puzzles however we wanted a drag and drop functionality for
the UI in Unreal III This being our first attempt at this we found very little documentation on the UI editor itself and nothing
on how to achieve the types of puzzles we were looking for. After 6 weeks of attempting we gave up on these types of puzzles.
Art Team Organization MOD I:
The art team had two leads for the first quarter
of the project. Both leads were well intentioned, but this was a mistake this caused some contradiction in the direction of
the project and took quite a while to hammer out the art direction.
Communication
The
utilization of game flood was a good forum to share ideas & files but was taken too much for granted as a catch all. After
we eliminated the face to face leads meetings & implemented “everyone is responsible for a room”, we discovered
a lot of uncoordinated crossing of paths& wasted time/resources.
More
Time for Bug Fixing
Some serious
crashes happened during the last few weeks of the project. While some time constraints were out of our control more time should
have been planned for testing and bug fixing.
Overall the
project is the most complete game seen here at AIS. Even if things did not meet our full expectations the team should be proud
of what we accomplished. We overcame tremendous odds to complete this game on time. Thank you for taking the time to read
this report if you have any further comments please email them to
bear@jeremybearkim.com
Jeremy “Bear” Kim
Producer