Ever since I started doing game development, color palettes were always this magical thing that I didn't really understand. I didn't know why they were helpful, how they were made, or anything about them really. Recently we've bumbled our way through creating simple color palettes for the environments and the characters, and I've learned a lot about the process.
The first thing I learned is that color is hard. Really hard. And unless you have a good eye for it, it's a very practiced skill.
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For me, Twoneironauts began preproduction on May 1st when I officially joined the team. Though it may have been going on prior for other team members, I think that marked the first push for art and design direction. Since then, things have changed drastically, and many concept pieces and design documents have been written. It's safe to say that art and design have been moving forward on all cylinders since that time, without signs of slowing. After about a month of solid direction and concepts, it was obvious we would crash and burn - and yes, it happened during Week 03.
For this blog post I'm going to discuss some scheduling tricks that I've learned since many of us on the team are running into scheduling issues. This is by no means complete, and will require continual upkeep and time updates so that I can plan things accordingly, but it's a good place to start. Hello again!
This past week has been crazy - I've been trying to feel more comfortable with my internship at Microsoft, and continue work on design for Twoneironauts. I think the scariest thing is knowing that there is still preproduction stuff that just isn't decided yet. Most of this stuff relies on the designer, and as such I've been feeling pretty stressed out the past week to stay on-top of things. However, There are a few important notes I need to discuss this update. Hello Again!~
It feels like it hasn't been that long since I last posted on here! Well the reason my Week 00 and Week 01 posts are back-to-back is kind of because some of the stuff I put together this week. I also didn't really talk about all of the stuff I did first week. Most of the last post was just my thoughts moving forward with the direction of Twoneironauts. Let's talk a bit about what I'm doing to facilitate the massive scope that we know we have. (Next week I'll discuss more what I've done for the design of the game.) Hello everyone!
This week marks the second week in development for Radio Galaxy's senior game project, Twoneironauts! It's always been an interest of mine to take up design. Originally I attended DigiPen as a designer, but because I found the technology behind games so much more appealing, I moved to RTIS. If anything I will be able to provide a great creative direction to narrow the focus. And my overall goal is to help bridge the gap that - I've felt has always been present to some degree in all teams - between the different disciplines. I'm a little late on these blog posts, but I just got the site up this week. So let's start with Week 00! |
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