Skip to main content

P.I.N. Point - Sprint 2


P.I.N. Point - Sprint 2

My name is Kyle Ramser, and I am currently working on the game P.I.N. Point. P.I.N. Point is a fast-paced, motion-based game where you play as an assassin hired by a mysterious company to take out several targets in a cyberpunk city of tomorrow. Our team just completed our second sprint, and while there were a lot of rocky points, I believe it went a bit better than our first one, and we were finally figuring out the basis of our group by the end of it.


Our team has had a very difficult time getting our feet under us during that project, with cards that seem like they’re only worth one point ending up taking far more than the set 8-hour mark, and several changes having to be made to existing cards. For my cards specifically, I was put in charge of creating the grappling hook, which I had initially thought would take me 4-6 hours maximum to complete. When I started working on this card, though, I realized that with no concept art and very little reference, I had to come up with the base idea for it all on my own. Just iterating the basic design and idea ended up taking me about half of the time that I thought the whole card would take, and once I had that, it took much longer to shape the whole model and fix up everything about it, such as ngons or hidden faces that had shown up while I was initially figuring it out. Looking back, I think that firm references work a lot better for getting an idea across than descriptions or “styles,” and I should have taken on an extra card for the design of the grapple, or bumped the points up to 3 to account for the time I spent iterating the design.


On top of this, all of the cards that I had completed last sprint ended up being too high-poly for the building. I was attempting to find the perfect sweet spot between detail and performance, since the player will be incredibly close to the walls themselves in-game, but I ended up overshooting the count a bit and had to go through and retopologize all of the walls after already starting on the creation of buildings. This ended up wasting time that didn’t need to be wasted, and definitely helped me learn what is too much and too little when creating a modular building like this, where detail is key. On that note, I am planning to create LODs for the buildings as well to help the performance of the game, but I believe I now have the walls, windows, and balconies in the perfect spot.

Walls and Balcony before retopology (721 combined faces)

Walls and Balcony after retopology (434 combined faces)

Besides this, I do think the buildings that I created ended up looking good, and the grappling hook, as difficult as it proved to be, ended up looking great, which also solidified the art style for our game. This will help in the next sprint, as I won’t have to take all of the extra steps of coming up with ideas for a “futuristic design” or trying to play around with a model until it ends up working. On top of the retopology, the grappling hook, and the building prefabs, I was able to finish up the trim for the buildings, as well as the roof access hatch for the buildings, which both ended up turning out well.



I do want to make it clear that while this sprint was difficult and a lot went wrong, my group fought hard until the end. I wasn’t the only one who had issues with a lot of the core pieces of the game, and everyone was working together on the game to make it all happen. I think we all learned a lot, and with the basics of the game out of the way now, we are more organized and ready to start adding in the pieces to make our core loop prototype into a functional experience.

Comments

Popular posts from this blog

Sources and APA

APA Sources for Kickstart Gottfried, J., & Park, E. (2025, November 20). Americans' Social Media Use 2025 . Pew Research Center. Retrieved February 20, 2026, from https://www.pewresearch.org/internet/2025/11/20/americans-social-media-use-2025/ This article from Pew Research seems like a very useful collection of information about social media use amongst Americans in 2025. This can be easily used to influence choices from our group, as we can see what forms of media are working, as well as what forms are not working anymore. An immediate example from this article is the fall off of Twitter, now known as X, which is only receiving 21 percent of people who say they use it. Health Benefits of Social Media Use in Adolescents and Young Adults . (2025, August 15). PMC. Retrieved February 20, 2026, from https://pmc.ncbi.nlm.nih.gov/articles/PMC12356748/ This could be an extremely interesting article to pull from, especially when thinking about the broader effects of social media. For ...

KickBack - Sprint Review 1

KickBack - Sprint Review 1 My name is Kyle Ramser, and I am currently working as a 3D artist on the game KickBack. We just finished up our first sprint, which means I was able to finish some of the early models to be implemented into the game. So far, this production has been one of the most interesting for me personally, and the team I am working with is a bit larger than I am used to. The art style for this game is low-poly models with a very simplistic texture style, reminiscent of something like Risk of Rain 2 or Solar Ash. I have never worked on a project with this type of style before, so it has been a learning curve for me, and I am still trying to find helpful information for texturing in these kinds of games. So far, I think the models have turned out quite well, and I am definitely getting the hang of the art style as it has become more natural for me to create these lower-poly models. As for the work I have completed this sprint, like I said before, I completed several model...

CAGD 373 - Destiny 2 Tower - Sprint 5

My name is Kyle Ramser, and I am currently working with my group to recreate the Tower, a social space from Destiny 2. We just finished up our fifth sprint of the project, which means we are nearly at the deadline for the game scene. This sprint was a fairly productive one for me, as I was able to finish nine cards, all which were very important to the main layout of our scene, and was able to make some progress on the modeling of a pistol for the main player character. So far, this has proven to be one of the most difficult models I have ever tried to create. This sprint, I focused on finishing the last of our main models. This includes things like the vault wall, the giant overhang in the back of the map, and a modular wall to be used for the left side of the map.I was able to model and UV each of these, as well as add a few smaller things like a target for the shooting range and a Unity local fog to block off the underside of the tower. All I need to do now is to import these models...