KickBack - Sprint 6
KickBack - Sprint 6
My name is Kyle Ramser, and I am currently working as a 3D Artist on the game KickBack. KickBack is a 3D platforming shooter set in a dream world, where you are tasked with collecting bits of magic called cloobits, as well as battling against an evil wizard’s robot minions. Our team just completed our sixth sprint, and for me personally, it had a rocky end. Regardless of this, though, I was still able to finish almost all of my cards.
During the first two-thirds of the sprint, I had no issues at all and was able to finish my work progressively throughout the sprint. I was able to finish 12 cards throughout this time, which included the textures for my stop sign, stop light, and billboard that I had made in the previous sprint, as well as the models and UV maps for some new models. These included a yield sign, a bench, a standing umbrella, and a trash can, all themed to look as though they belonged on a beach. Most of these models were relatively easy, with the most difficulty coming from the umbrella’s hanging flaps, which took me a bit to get looking correct. For whatever reason, the geometry would not agree with some of the extrusions for the flaps, which caused a whole number of issues with beveling it, but after a bit of trial and error, I got it to work and was happy with how it turned out.
I realize now as well that it has been a while since I have brought up the texturing process and the workflow that I developed in the first texturing sprint I had for this project, and it is for good reason. Starting out on this project, I was nervous about working with painterly styled textures, and it was difficult to get the hang of at first, but since then, I have gotten the style and steps down to memory, and gotten a lot better at determining when to use which layers, like ambient occlusion and brightening edges with the curvature maps. I’m really happy about this, as it has shown me that I was able to catch on to the style quickly, and I have been using bake maps a lot more often than I have in any other project, which has been good practice.
A little less than halfway into the last week of the sprint, though, I ended up getting extremely sick, which had me stuck in bed for almost the entire remainder of the sprint. Because of this, I lost a large portion of the time that I had for texturing these models that I made, which made me unable to finish them all. Luckily, on the final day of the sprint, I was feeling a bit better and was able to at least get the yield sign texture done and start on texturing the other models on this texture set. So this was definitely one of my weakest sprints in number of cards, but there was very little I could do to remedy this, and I am still happy with the amount of work I was able to put out.
So overall, I don’t think this sprint itself was bad by any means, but getting sick during it definitely pulled me away from the project during my most available work days and stopped my progress by a lot. I’m just excited that we are now entering our final sprint, which means that I can put my finishing touches on the assets I created and finally see the finished product that my team and I have been working so hard on for all of these sprints.
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