Thursday, June 8, 2017

Contributions

Original:
-Mechanic design
-Soul school and behavior design and implementation
-Contributed to soul and hook code behavior
-Balance tweaks, game feel tweaks (many times)
-Game feel implementations (Hit stops, lerping)
-Sound implementation (sounds were decided by Xuan Chen)
-Bug fixing, code implementation
-Assisted in implementation of game UI elements
-Assisted in Main Menu implementation
-Lighting pass
-Acted as Producer, documenting and assigning tasks and schedules on Trello

Used:
The PostProcessing stack plugin that provided our motion blur, AO, etc was a publicly available free plugin. I created the PostProcessing profile for the game.
-Mixamo rig was used for Reaper
-Mixamo animations for frisbee throwing and 2handed sword idle were used on the Reaper
-Unity Standard Asset Pack was used
-We learned how to do multi-camera rendering that allowed our UI elements and souls to render on top of everything else here: http://answers.unity3d.com/questions/878667/world-space-canvas-on-top-of-everything.html Debani's post is the relevant one

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