Daelyn Bever worklog W9


10/20 — 1 hour

  • Worked on rig for Gluttony. Later decided to restart since the character design was updated and the mesh itself needed updated
Old Gluttony Design

10/23 — 2 hours

  • Met with the team to discuss character quests and overall narrative. Some of the background information on the NPCs was lacking, so we brainstormed and came up with final plans

10/24 — 1 hour

  • Researched colors for texturing, tried a few sample textures that followed specific color palettes for different characters. Also did research into color blindness and accessibility and found resources that provide a good foundation. Contrast between two hues is one of the most important things to keep in mind, if colors are too similar in darkness/lightness, the player can't tell what's happening on the screen

10/25 — 1 hour

  • Began working on Selfishness's skeleton in order to rig the character and made controllers

10/26 — 2 hours

  • Discussed NPC quests for characters and decided on narrative structure for most of our gameplay. Split our team into two sections, a blueprinting team and modeling/animation team. Once the modeling and animation is at a good point, more of our focus will shift over to blueprints as well. Created redesigned concept art for Envy and Apathy

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