Wednesday, 15 April 2015

1st April 2015

Had our team meeting on the easter break today. Everyone came back with their part that need to be done and at the same address some minor internal issues between members.

Ryan was not around today. MIA. Unable to contact.

The meeting sort off setting up the final target for this semester for the game and what need to be done in collaboration for the assets to be place in unreal for the artist to work on. The programmer on the other hand is figuring the concept of all those movement, mechanics and camera.

Assets and animation needed for this semester target
We also discussed a few things altogether such as what is needed in programming that had to be translate to animation action. The "+" sign indicates this collaborative assets.


Right after that we go straight to the level design and experience discussion. Really like this updated level design collaboration from the 3 designers (Joey, Johnson and Mingel) compared to their previous design.

We end the day highlighting what is needed to be done before the next presentation to Laz and Alex.
My part is to get some of those top level design look and show the team the look and feel of the game.
31st March 2015

Still figuring out how i could approached the issue in getting the side and back part of the hair fixed and i had promised myself not to play any dota game till i had this problem fixed (well actually it is more due to the fact we had a group meeting tomorrow and i pretty much have to show this to them)

In a strange turn of events found myself chatting with my previous groupmate on facebook. All these while i had her on facebook i didn't realized her profile pic was actually taken upside down (i actually thought  it was some soft of cute character with weird design), with both maya and facebook site up i found myself playing around with my laptop screen and rotate it to 180 and then only then her profile pic make sense (it was actually her face in an upside down manner!). While making this useless rambling discovery for ( laz and alex to read ) something else caught my eye, my character model, with the viewport upside down i found a way to actually fixed the issue that has bugging me for 2 days!!

Strange indeed aye.


front of view main hero


The side and back finally fixed after 2 days!

30th March 2015

Start the day playing Dota again with the ritual of an intention pawning noobs but was backfired as those noobs were in my team. Not even i have the most kill and the richest man alive in the game; still i end up losing the game.
Dota rant

Well why was that important? Well it pretty much mess my day after that. Tried to continued with the modelling, it doesn't work i end up creating pile of rubbish of vector and polygons. This happen when you extrude a face double time without checking and yeah it pretty much "break" the model apart. On the positive insight since I discovered it early enough and refixing it is not an option, i choose to start it all over again.

Start of the hair

Actually this was the 2nd attempt. Throw the old polygon to the bin where it belong.
The challenging part of the model. Due to the character spikey and messy hairstyle it is really hard to keep the polygons in control and shape it to my liking(why the hell did i draw this in the place).
Keeping up with the extruding of the faces and again i fall back to the same issue where i have to vertices coming out in weird areas...arrgggh
The other issues was trying to figure how could i enveloped it around the head with the spikey hair still look as what it should be.
28th -29th March 2015

Started my research on low polygon modelling. Seems that I could actually have more polygon usage that I initially thought off if the game was done for the PC. Most discussion on the  web was saying it should range between 500-5000 polys.
Give a skype call to my friend (who is working in ubisoft singapore) to ask him for his opinion on how to tackle the polygons issue which pretty much a bad move cause we just start playing Dota for 6 hrs after that.
Well it wasn't really a waste he did tell me about it; just that it only took us less than a minute.

His advice was to keep my poly in range of no more than 3000. 

Back to lynda.com for more tutorials video after that.


30th -31st March 2015

I am ready to embark the journey to model again. Its been ages since i model stuff which go back all the way to 2011 so I was quite worried that i had forgotten some of the stuff. Once maya launched, looking at its UI scared the shit out of me-well not really. Still it took me a few hours to remember those shortcuts, script, tumbling around the 3D space which at time, frustrating.

Oh well. Time to pawned noobs in DOTA due to release the frustration

Started to "boxing" out the shape using the model sheet did earlier
Getting a hang of it after killing some noobs in DOTA

Half the head done!


25th-26th March 2015

During the presentation, the feedback we gotten from Laz and Alex highlighted a few major components to our game design and mechanics. This include of player experience, HUD etc and the most major component was the cooperation system we had for our game.

After those short presentation we went straight to talk about the issues highlighted, it get pretty tense as each of us had a different idea to tackle it but none of those solution provide to the answer to the issues we facing. I suggested that we should revolve our game towards our grapple mechanics due for it to be the core of the gameplay. I explained my reason and why the gameplay should not be an open world due to the grapple mechanics, after a few more hours discussion the team agreed to it and we proceed forward in tackling other issues that had been highlighted by Laz and Alex.

Other discussion includes:

  1. Player Experience
  2. Path and movement of player in the city
  3. Level Designing
  4. Game look and background
  5. Assets
With Easter break around the corner I don't really feel like drawing or coloring any stuff and instead found myself watching tutorials and playing the best game in the world DOTA 2 for hours and hours. Once i actually try to color one of my sketches it look so shitty that i almost puke; still i will put it up here for you guys to view.

NICE DESIGN RYZE U DID IT!!-my team members comment before i start dota-ing

WTF IS TAT?-the team comments once i'm sucked to the dota world once again. GG
Have to admit that a little irresponsible on my part cause i just want to get the bground done and well played...

Tuesday, 24 March 2015

24th May 2015

Concept visualization i did about 3 weeks ago showing the actions of the character with the main game mechanics; the grapple.

1.1 The initial concept visualization. Merely a means of communicating and showing to the team members



Created today as I was having trouble sleeping with ideas running around my head. Showcasing the concept of the grapple and free roaming of the game.

fig 1.2 Concept look

22nd May 2015

Did a quick re-sketch of our hero, without realising that my laptop battery was running low and it shut itself down resulting in me losing all the updated sketches. Saving time, I just redraw the final output of the character without showing  the changes that i had make as it was pretty much in my head and I'm pretty please with this final outcome.

1.1 Tessa Max final look and 3D model sheet

Things that was changed:


  1. Hero have more friendly playful outlook.
  2. Replace the hero jacket
  3. Added a magnetized bagpack in relation to the grapple game mechanincs