3/7--3/20/2022
Project Rage is in Alpha! The first level of the game is playable, and most of the gameplay features are in. The feel of the game is solidifying quickly, and the art team is hard at work creating and importing final artwork.
I have spent the last two weeks animating the boss enemy, finalizing and directing the last few elements of level 2's background art, and drafting cover art for the game. A breakdown of my time is below:
Pre-Beta I Time Breakdown | | Total: | 26h 47m |
---|---|---|---|
Level 2 Environment / Stage Art | 4h 51m | Boss Enemy Clap Attack Animation | 4h 12m |
Boss' Office Environment Art | 4h 46m | Cover Art First Draft | 5h 14m |
Boss Enemy Punch Attack Animation | 3h 38m | Unity Art Importing & Formatting | 1h |
Boss Enemy Idle / Walk Animation | 1h 6m | Art Team Meetings & Playtesting Sessions | 2h |
Environment Art
My first objective of the week was to help finalize the background art for the second level of the game. Towards this, I created the art for the office of the final boss (left) and the bridge connecting the end of level 1 to the "richer" downtown area of the city.
The Boss
My main task this sprint was to create animations for the boss enemy that players will face at the end of each level. Out of the total animations, I have completed the boss' punch attack, walk, flinch, idle, and clap attack animations, and still have to animate the run, grab, leap and death, which I will create in the next sprint.
Besides my environment art, I attended playtesting sessions and met with members of both the art department and other studio developers, for feedback on my work for the studio so far. I also created concept art for the game's cover art using our temporary title, as visible on the right. Moving into the next sprint, I am ready to create the boss' remaining animations and finalize the importing of the level and manu art.
Project Rage
Nicholas Way
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