We have one week left. We were looking through the feedback from Softs to see what was technically feasible given our limited time and scope. Luckily for us, it seemed that we would be able to implement just about all of the points that the faculty brought up, due to the fact that the work could be split up to individual team members. Aurora, our artist had some concept art left over from the start of the project to create a 3rd portal. During the environment set design stage, we had originally had the idea of having stanchions pop up to direct a line of ghosts. While this was cut after our first round of scope discussions, some of the bone assets remained in our arsenal. Therefore, we were able to quickly create and model the following portal as our neutral “holding cell”
Meanwhile, Wenyu our programmer tested a couple of different sizing examples of all of our portals to make sure that they have a better fit within the FOV. We gave the guest the option to sit during the experience. This brought the table plane and the portal wall plane more into the same field of view. The changes to sizing and adjustment of view areas strongly reduced the vertical distance necessary to explore the world.
Nidhi our animator was able to spend some time fine tuning the character animations to better match the voice overs. Kristian the sound designer added some audio details pertaining to the characters being sucked into the portals. A faculty member wanted to have that particular moment have more weight, so audio effects such as reverb and delay were automated into help with that.
With all of these elements in place, fine tuning character entrance/exit timings was all that was left to do.
The final game-play video for the Redemption Department will be uploaded to the website, and we will commence preparations for our final presentations. We’re almost there!