P.I.N. Point - Sprint 3

P.I.N. Point - Sprint 3

 My name is Kyle Ramser, and I am currently working on the game P.I.N. Point. In P.I.N. Point, you play as a skilled assassin who uses his numerous gadgets and his trusty sniper to take out his targets, and the faster he gets rid of them, the greater his paycheck. We just wrapped up the third sprint in our production process, which was a bit more productive than our last for me, but had one huge wrench in the system that slowed down the movement of my cards by quite a bit.

NPC character model

First version of the police drone

Final version of the police drone

There was only one major issue this sprint for me, and it was creating the NPC character model. For reference, I have never made a character model of any kind before this, so taking on a humanoid, relatively high poly model was a lot for me. It took me hours to get the body shape correct, and when adding in the hours it took me for the hands and head alone, as well as cleanup, the whole model ended up taking roughly 14 to 15 hours for me to finish. I based the shape of the model on several of the Maya body references, but built the whole thing from the bottom up, and added shoes and clothes while I built it. This was definitely a process, but I’m glad I have some experience creating a humanoid model now, and I am relatively happy with how it turned out. If I had more time I would have absolutely wanted to put a bit more work into it to get it looking perfect, but I needed to move on at some point so that I could work on other models and texturing next sprint. The only other small issue during the process was that the idea for how the buildings are put together changed, which meant I had to go back into Maya and build floors rather than full buildings so they could be put together in Unity. This didn't take too long though, so it was not a huge setback, but was more disheartening because of the time wasted on the buildings in the previous sprint.

Billboards to attach to buildings

Prefabs for the floors in Unity

Otherwise, this sprint went much smoother than the last ones. I had much more intensive models to work on, such as the rifle, but I met up with my designer to set up a strict reference for the shaping and style that he wanted, which made the process much easier than last time. As I said in the last blog post for P.I.N. Point, I had never realized how much references helped when creating a model, and getting some from my lead gave me an exact style to shoot for. I also communicated with him while creating the model, which allowed him to make any tweaks that he wanted during the process, rather than me having to go back and change the model at the end, which anyone who does 3D art knows is much harder. 

Sniper rifle model

Shock gun model

During this sprint, I was able to finish the police drone that will be attacking the player, the main sniper the player will use, the model for the NPCs, the shock gun that the player can use to stun police drones, some billboards to give the player something to wall run on, as well as give the world a bit more life, and the changing of the buildings, as well as putting the floors into Unity and building a basic building. So overall, I was able to get a lot more done this sprint and I felt like I had a lot more of a clear vision of what I was supposed to be making, but the character model definitely held me back for longer than I’d hoped.


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