Wallace’s Final Game

I wanted to first thank the Electronic Music Composition class for their hard work on this project. For my game, I ended up selecting the track “Cat” by Matthew Balquin. However, if I were to create multiple levels beyond the scope of this project, I definitely would have used Yifan Liu and Alexander Bell’s work as well. All three pieces fit excellently with the game, and I have linked them below. I would also like to thank Tom Tawadros for re-rigging the Max model, as I was able to learn to animate a quadruped with it.

Below is the link to the playable game:

http://users.wpi.edu/~rsamih/wallace_samih_build/index.html

Screenshot of “Hero Object”
Video showing some gameplay.
Capture of game mode in Unity

Below are some screenshots showing most of my generated assets.

Over the course of this project, I strove to make some portfolio ready material. While I did not end up making as much as I would have liked, I feel that this project helped me learn a lot about the entire game development pipeline. The overall project was intended to be a concept for a resource management game. The playable level would just be one area the player would be able to explore. Accordingly, I made the level display a fishing shack, where the player could enter a fishing minigame. The path that can be seen in the level would lead to the hub world of the game. I wanted to show off the hero object I made as well, so I placed it within the building, with a spotlight to make it seem important.

I’m particularly proud of the texture assets I created, as I did not have much of a grasp on digital art before this class. Additionally, while it didn’t make it to the final game due to unfortunate data loss and time constraints, I performed the entire 3d graphics pipeline on a low poly mouse model. Meaning I modeled, rigged, skinned, and created controllers for the character within Zbrush and Maya. As someone who has never rigged before, I found it to be a very useful exercise.

I do think that the art style I was shooting for was achieved through this project, though I modified it partway in. Initially, I was just going for a generic “low-poly” look, but then realized I could make it more interesting by making all of the assets look like papercraft. While this design choice was limiting in some aspects (you can’t make glass, for example), I thought it merged well with the original, low poly design.

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