Victoria Law
3D Art Generalist
Ploons!
Project: This project is a proof of concept in VR meant to be a learning experience in familiarizing ourselves with VR game design work flow. We're currently expanding on the level zoo that we have.
My Role: With a group size of four students, my role is to manage and create the game design documents and make sure we meet our development and design goals. I also work on some 3d models, some materials, and FX.
Platforms: MS Windows, HTC Vive
Technology Notes: Unreal Engine 4.13.0, Maya 2016, Adobe Photoshop CC, Headus UVLayout Pro, and Audacity.

Airplane Projectile Iterations

Balloon Style Study

Ring of Fire Style Study

Low Poly Modular Environment Assets 1with UVs

Low Poly Modular Environment Assets 1 with lightmap

Low Poly Modular Environment Assets 1 Line Up

Material Component Network for Toon Particle 1

Material Component Network for Dynamic Effect 1

Material Component Network for Toon Particle 2

Cascade Particle settings

Toon Particle 1 and Dynamic Material 1 in engine
Progress 1: So far, we agreed as a team to work with a stylized low-poly art style. The game will be an endless runner following a paper airplane through a valley or canyon of some sort, as the player attempts to keep it flying with an electric fan. Our team programmers asked for me to complete some modular rocks to act as walls and some FX for the spinning fan and a plane crash. I received a reference photo for the rocks and got them approved, but had some more freedom in terms of the FX. The dusty crash partciel was approved, but the fan spin FX will need work.

Ploons! Logo

Level Blockout

Detailed Level Blockout

Detailed Level Blockout 2

2 Hero Assets for Main Menu

Arcade Machine Menu UVs

2 Different Turret Model Types
Progress 2: We changed the scope/design of our game a bit. Instead of focusing on keeping a paper airplane aloft with a fan, we wanted to focus on getting the player to move around more and be more engaged with the game environment. So at this point the game focuses on having the player dodge lasers and spitball projectiles through the endless runner level. We found this solution to be more fun than our previous concept, which felt lacking. We're still thinking of incorporating a shooting mechanic that allows the player to pop balloons with paper airplane projectiles and get thereby get the dangerous obstacles out of the way, but this will have to be developed further a ta later point. For now, we got some good feedback through play testing, which we plan to incorporate shortly.
My main tasks since the last update have been continuing work on documentation, particles, creating extra models (the turrets, lasers, and an arcade machine which will be used for the start menu).
Here are the particles finished at this point. Since we changed the focus of our game, some of these particles may no longer make it into the final game (such as the fire), but more particles are being developed still as needed.
Progress 3: We've been working on filling out the rest of our art assets such as the last batch of known necessary models and all of the materials on the art side of things while the programmers have been tweaking old mechanics and scripts as well as implementing new ones, such as our life mechanic, airplane shooter mechanic, and the beginnings to our main menu: the arcade room.
My role since the previous progress update has been to model and texture the arcade machine, as well as other assets found in the arcade room such as the walls, coin, and coin slot. I've also continued updating our work spreadsheets and presentation materials. I had more minor tasks as well, such as helping to place collisions for objects in the arcade menu room and making a few laser obstacle blueprints based on the blueprint created by our programmers to place in the level. This was in addition to those made by other team mates, so that our obstacles were more varied.
Progress 4: The project received one last update by two of our members in order to attempt a style change as well as technical polish.
I didn't have a role in the development of this version, aside from assets that I worked on remaining in the game.
For more on this Progress point, I'd highly encourage checking out the excellent website of my team mate that took charge of programming this level of development.
Kevin Achen: Gameplay Programmer and Designer