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Project: Orient

DevLog 01 - 23.04.25

Initial Developments

What's Been Worked On?

Character Design & Animation

Finding, animating and implementing the player character models was the first task I undertook as part of development. 

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I wanted the character models to be shared by players and NPC's for efficient asset use and congruity of visual design; the models chosen are low poly for efficiency, visual notability and to act as a base for the player to project their own interpretation of the characters onto.  

Character Selection

The second task I decided to focus on was creating a working character selection menu.

 

One of the first gags I thought of when thinking about what I wanted to do with this project was to have three gender-exaggerated characters for the player to choose from. 

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Whilst it may occur to some that this feature would be better left until later in development, I decided to do it early to help me get back into the flow of using UE without attempting to demanding of a task.

Visual Style

As can be seen in the captures above, I have created and implemented a cel-shader material which is applied in the PostProcessVolume to all objects in the level.

 

I decided on cel-shading for a couple of reasons, mainly to highlight a lack of seriousness [as cartoons are typically absurd] whilst adding a distinct style. 

Design Documentation

I've been documenting my design and process using a Miro board which acts as a visual flowchart for my ideas, showing how they link from topic to topic.

 

I find this method more effective than rigorous documentation in a word processor, as it allows for quick editing during iteration.

Narrative & Level Design Foundations
 

During the development of the tasks mentioned above I have also been forming the groundwork for the narrative situation & level design.

 

Part of this has been formulating a scenario so that a classic murder mystery party can take place.

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The level design so far has been fairly simplistic as the setting is a mansion, so the majority of the work has been deciding on the layout of rooms and how they may relate to each other during the narrative.

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Challenges

  • Motivation

  • Time management

  • Prioritisation of tasks

  • Correct asset implementation

     

What's Next?

  • Systems development​

  • Level construction

  • Virtual slice

  • Dialogue production workflow


 

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