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CAGD 373 Game Asset Production

Sprint 4

05/01/25

Final Group Game Scene Project

Hello everyone and welcome back to my blog. Today I will be going over the work I was able to complete this time around for Sprint 4 of our team's Final Group Game Scene Project. For this sprint I was tasked with some more cool things to work on and ultimately, I was able to complete most of them. Let's dive into how this week's sprint worked out for me.
In this sprint I was able to implement our new gun model to the player and also create the triggered sounds for 3 events of our gun. The 3 events being, our guns shooting, reloading and aiming events. Each of these events would now play a sound clip whenever it gets triggered. As for each of those sound clips, I was able to pull them from Free Revolver Reload Sound Effects Download - Pixabay which is an awesome website for free audio assets. Once I was able to download them, I imported those clips into our unity project and hooked them up to an audio source for them to play from.


The second thing I was able to do was create our Mini map for our game scene. This was a cool feature we wanted to add to our game that would tie in nicely for our groups game scene since this is also a feature that Red Dead Redemption 2 has. 


The last and final thing I started working on this sprint was perhaps our Terrain for our game scene inside of unity. Although I was not able to complete this, I did start tackling it since we are almost ready to start putting our game scene inside of unity all together. This will perhaps be my entire focus for the next sprint so make sure to come back next week where we will be almost done with our project.



Sprint 3

04/24/25

Final Group Game Scene Project

Hello everyone and welcome back to my blog. Today I will be talking about the work I was able to complete this time around for Sprint 3 of our team's Final Group Game Scene Project. For this sprint I was tasked with a couple of cool things to work on and ultimately, I was able to complete most of them. Let's dive into how this week's sprint worked out for me.



This sprint I started by focusing on our scene’s water mechanics that we intend on having. For the specific town we are recreating there is a river that runs through the side of the town, and we wanted to figure out how we can incorporate some water into our scene. With that being said. I was tasked with researching inside of Unity HDRP how we can render out some water to make a flowing river for our game scene. Ultimately, I was able to get something in the books in the meantime since we do not have a block out or any terrain set up yet but it’s a starting point.

The second thing I focused on this sprint was finishing up the 3D hotel model or what is essentially the 2 top and bottom decks that are in front of the hotel and that lead into the stairs. This is something I wanted to wrap up and finish because I had started the hotel model in Sprint 1 but I did not get around to finishing it.




The last and final thing I was able to complete this sprint was making a reload function and ammo cap to the player's gun. This was important since we are going to be giving our player a classic revolver to use, and we don’t want them shooting more than 6 bullets at a time without reloading first. Thanks for sticking around and I'll see you guys next week.



Sprint 2

04/17/25

Final Group Game Scene Project

Hello everyone and welcome back to my blog. Today I will be talking about the work I was able to complete this time around for Sprint 2 of our team's Final Group Game Scene Project. For this sprint I was able to shift gears into my programmer side of my role and tackle creating some cool gun aiming and firing mechanics.






I started by working on our players' gun mechanic since we are thinking of creating some sort of way to interact with our group's game scene with this cool mechanic. I started off by importing our player controller prefab into our scene and then creating a simple gun prefab that I could use to align with our players camera. After that came the hard part of making our gun sit at one position when the player is idling to then making it seem like the player is now aiming with their gun. I was able to do this by simply manipulating the vector3 position of the gun every time the player pressed the right mouse button. While doing this I also wanted to change the players FOV so that they can physically zoom at their targets when they are aiming. I was able to accomplish this by making the camera a public transform in my gun script and then assigning it to our inspector. 




The last and final thing I was able to do this sprint was to create the crosshairs in the middle of the screen so that the player could have a target to aim at. This was a simple Png that I was able to pull and incorporate into our UI. That's it for this sprint, I will see you next week.



 


Sprint 1 

04/10/25

Final Group Game Scene Project

Hello everyone and welcome to a new post of mine in which I am going to share with you all a new and exciting project I will be working on for the next 5 weeks alongside my group for our Game Asset Production class spring semester class 2025. Our team's name is “The Outlaws” and we have decided to work on recreating an awesome town from the very popular hit game called “Red Dead Redemption 2”. As I mentioned earlier, we will be working as a group for the next couple weeks and tackling work through sprints in an attempt to accomplish our deadline goal for our Final. The town we have decided to recreate is called the town of Strawberry. 



With all that being said, Last week was our official Sprint 1 kickoff in which we got to get work assigned and rolls given. For this project I will be taking on the role of Modeler as well as Programmer. Since we are just starting off however, I will mainly be doing 3D modeling work until we have a bit more to work with. 





As for the work I accomplished this week, I was assigned with digitally modeling the Trackers Hotel which sits on the main entrance road of Strawberry. I had a good reference image to work off of and I was able to accomplish almost all of it. Once I modeled, I moved onto creating my UVs in order to fully complete my models and hand them off to our team's Texture Artist. That pretty much sums up this post, but I can't wait to catch you guys up next week


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