P.I.N. Point - Sprint Review 1


P.I.N. Point - Sprint 1

 My name is Kyle Ramser, and I am currently working as a 3D Artist on the game P.I.N. Point. P.I.N. Point is a parkour assassination game set in a cyberpunk-themed futuristic city, where your only goal is to use your gadgets and sniper rifle to take out your target. We just finished up our first sprint, and we have an electronic playtest coming up at the end of our next one.



Because our team knew that we needed an electronic prototype as soon as possible, I was put in charge of working on the basic buildings so that the player would have something to run on in the prototype. This means that I had to make modular walls, a modular rooftop with an edge trim, as well as balconies and several windows, so that you can see your targets in the buildings. The ones that I came up with are fairly simple, but I think this style works well for the theme of the game, with each of the walls being mostly glass and stone, like a large skyscraper would have. I had 1 card remaining in the assigned category and one in progress, one assigned for the model of a roof access point, and one in progress for the trim that will hide the seams on the building. I am planning on finishing these cards fairly early on the upcoming sprint so that I can get back on track with the work assigned to me in the second sprint.



I think that during this sprint, I didn’t do quite as much work as I would have hoped, and that I really need to get a bit more done next sprint. It will be very important to get most, if not all, of my cards done before the end of this next sprint so that we are able to have a successful electronic prototype playtest. For whatever reason, the windows gave me a lot of trouble, even though they we just based on the walls so they would match. Separating and opening up the faces made the model harder to bevel, and there were constantly useless faces popping up that I needed to find, delete, and merge the gaps between. 


As for what I was able to get done, I think it is a bit simple, but I didn’t want to go overboard and add too much since the buildings are supposed to be sleek and simple, like a futuristic skyscraper. I was scared that if I made too many details in it, it would start looking too detailed, and would lose that simple, almost mass-produced feeling. I think the walls, balcony, windows, and topper all fit the theme well so far, and I will just have to be careful to texture them well so that they have the sleek, modern look that we are going for in the end. I will definitely be adding more iterations of walls as well, so that the buildings have some variety and don’t all look exactly the same.



So overall, the production got off to a bit of a rocky start for me, and I wasn’t able to do as much work as I had hoped. But in the next sprint, I am planning to increase my number of cards and start getting some of the props and gadgets done to solidify an art style that I can theme all of my other gadget models off of in the future, which we are planning to have look “high tech and geometric,” meaning it will have a lot of sharp angles and look like something designed for an assassin of the future.


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