2/7--2/20/2022
The project pulled into full swing as we transitioned from pre-production into pre-alpha! The goal of this stage is to create something that is playable, and every squad was hard at work creating a working product. By the end of Pre-Alpha I, the team arrived at a playable build of the game that featured environment, player and enemy art.
Pre-Alpha I Time Breakdown | | Total: | 25h 48m |
---|---|---|---|
Outskirts Environment Art | 5h 14m | Boss Enemy Concept Art | 3h 13m |
Downtown Environment Art | 7h 32m | Importing Background Sprites to Unity | 30m |
Club Environment Art | 6h 19m | Art Team Meetings & Playtesting Sessions | 2h |
Environment Squad Meetings | 1h | | |
The Outskirts
Increasingly poor and struggling to keep up with the ever-multiplying technological devopment of the corporate elite within the city, the population of the outskirts live in run-down houses from the twentieth century, desperately held together by scraps of modern technology.
This sprint, I created two different background elements for this area of the game, namely the house and the border wall checkpoint into the city. The team brought on a new member to assist with creating backgrounds
The Downtown
After players fight their way past the border guards they find themselves in the downtown, filled with bustling bars, markets and street thugs looking for your lunch money.
I created a total of 6 distinct buildings for the downtown area, as well as the ad-lined cityscape visible behind them. These buildings aim to convey the culture and atmosphere of the city, where vast numbers of citizens struggle under a few megacorporations.
The Club
Finally, the protagonists' quest to find the antagonist leads them into Club Kanzen, a fancy, expensive restaurant frequented by various corporate elite.
I created the interior and exterior of the building, iterating as I worked with feedback from the environments squad and art team.
![](https://static.wixstatic.com/media/b4f087_abf26432816345859b9bf7b9684f0b93~mv2.jpg/v1/fill/w_980,h_980,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/b4f087_abf26432816345859b9bf7b9684f0b93~mv2.jpg)
Besides my environment art, I attended playtesting sessions with both Jordan Ajlouni and George Castle, actively asking about and receiving feedback for what I had created. I also created concept art for the final boss enemy, as visible on the right. Moving into the next sprint, I am ready to work on planning and concepting the game's second level.
Project Rage
Nicholas Way
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