As my second semester here at the CMU ETC slowly rolls out, I decided to do gather some friends and do something on our own.
In short, we decided to make our own Overwatch hero, his/her story, abilities and even a model and playable demo. We don’t know how long this will take, or even if this project will see its completion, but since we all love Overwatch, I think this is a way to show how much we’re into game design just as how much we love the game.
So, fingers crossed, and stay tuned!
Oh yes and the name……I’ll be honest, I’m trying to get us into Blizzard.
Hello! You’re at the week 2 postmortem for “Unto the Horizon”, an ETC BVW Round 4 project at Carnegie Mellon University. Here’s a quick glance of what we did for week 1:
- Round 4 is a story-telling round.
- We’re using the Cave Autonomous Virtual Environment (CAVE) room. It is a room with 3 big screens and a moving floor.
- We’re telling a story about launching a rocket. We aim to invoke emotions of accomplishment and the joy that comes with it.
- It’s an asymmetrical experience: One team will be in the CAVE as pilots, and the other team in another space as Mission Control. Plays like Keep Talking and Nobody Explodes.
- Feedback: Lack of story, no interest curve, not intense enough.
You’re always welcome to go back to the previous blog post to know more about this project! Without further or due, let’s begin our week 2 development!
Continue reading “Unto The Horizon” Postmortem – Week 2
Hello, commander! You have arrived at the postmortem blog for “Unto the Horizon”, an ETC BVW Round 4 project. BVW, acronym for Building Virtual Worlds, is a class taught at the Entertainment Technology Center (ETC), where students go through 5 rounds of distinctly themed projects and learn game development fundamentals and soft skills such as cooperation and communication.
Continue reading “Unto The Horizon” Postmortem – Week 1
Hi! And welcome to the postmortem of “Hero, RUN!”. This project is a 8-week long school project, and I’d like to give a big shout out to Ian Chang and Marvin Yang: without them this project would never be possible.
To begin with, we started out with nothing but one requirement: make a VR / AR game. For us, there wasn’t really a debate on whether we should go with VR or AR; we were lucky to have TWO HTC Vives, so it really wasn’t some sort of a hard decision.
Continue reading “Hero, RUN!” Postmortem
Welcome back to another postmortem post for TPEP……this name is too long to input, I’ll change a name next time. Last time we talked about audio and subtitles. They helped building the story of the game, and added color and liveliness to the whole environment.
In this final post, we’ll go into some other features in the game, including the items to be picked, the terrain and some optimization.
Continue reading “The Poorly-lit Exploration Project” Postmortem: 3
Last time, we mentioned…
- What this project is: This is an independent project to push my skills further. The goal is to pickup 20 items, invoke particle systems and tell a simple story.
- Setting Up: I’ve decided that the story should take place in the remains of a deserted village, and the protagonist is revealed with her past, and her destiny as she explores the ruins.
- Character: How I approached the mechanism to control our character.
So, without further ado, let’s continue.
Continue reading “The Poorly-lit Exploration Project” Postmortem: 2
“The Poorly-lit Exploration Project” was an independent project set out to push my own limits and learn new knowledge in Unity.
Continue reading “The Poorly-lit Exploration Project” Postmortem: 1
My primary objective was to pick up at least 20 objects, and invoke a particle system whenever the player picks them up. I also wanted to test my skills as a narrative design, so my other goal is to tell a simple story through this experience.