Our main team brief for this semester was to design and build a instructional computer game aimed at 11-15 year old school children to encourage climate Protect
Once our team had brainstormed some ideas, we finalised on the concept of a game similar to a mario platformer
which would have a storyline of how a recent deforestation industry was wiping away plant and animal life species
similar to the activities persuing in the Amazon Rainforest. To really encourage climate protection we decided to add statistics
and quotes inbetween retries and loading screens which will hopefully encourage the player to think more
about climate change and the products they may buy which could be accelerating deforestation such as palm oil products.
After several lectures of brainstorming, concept sketches, setting up communication boards/groups and sorting out the tasks each of us need to do, we knuckled down and got to work.
I was assigned to design the tilemaps, concept level sketches, research into statistics of deforestation and climate change across the globe
and ultimately compile everyones work into several presentations to pitch across the 5 week project. I put myself forward for level and tilemap designs because 3D designers in the industry collaborate with alot
of different departments where files have to be sent in the correct format in order to be compatible with the various software that the design will be used in. For example, I made the tilemaps in
photoshop and exported the file as a JPEG to another team member to allow her to use the JPEG file and break up the tilemap to make the level design in a game engine called 'Godot'. The level designing also allowed me to
develop my sketching skills show progression in my creative thought process. Also, designing the tilemaps allowed me to evaluate my skills within photoshop and illustrator which further enhances my capabilities to collaborate in a team.
Then I completed these tasks, I focused my time on helping other team members with any particular task they may be struggling on. For example, our developer was finding the C# language difficult
to fully understand, so I researched more into the Godot engine and to figure out a way for my tileset to be broken down into 32x32 tiles for the developer to use and create the level design and assign rigid body assets.
This prooved to be very effecient since this allowed our developer to practise more on her coding to ensure that a level was created to showcase in our final presentation. This helped to save alot of stress and hassle
on our developer. Overall, the chemistry in our team was extremely good and allowed us to complete on time and to the best of our abilities given the strict timeframe and inexperience with game development.
Below is several images showing the tileset, research statistics (which we designed to showcase in the game on the loading screens) and level design