At first this project was extremely scary. Partly because it's externally set it felt far more serious, because it was after all this whole project was for a huge contest. Secondly our brief was Alice in Wonderland, which seemed like a daunting task to turn into a short game experience. And last of all I was working with a project of brand new people I'd never worked with before. That's always a daunting experience, but actually looking back I prefer that. It was a good experience which helped me grow working with new people.
And in the end of things our project actually looks really good. I really like the gameplay of it, it actually seems like a fun small game instead of just a game art asset show off. Of course in reality its both;
I think this project worked really well. And here I'll talk about some of the things that worked for our project as well as some of the things that went wrong.
Group Roles
Our group was a varied bunch. In the end we had one concept artist, two environment artists, one character artist and me who worked solely on engine. In some other groups we saw people getting so stuck in their roles being a bad thing but with us it really worked. It worked for us because while we were all specialized in what we wanted to do we also all helped each other with our jobs. Having extra eyes and sometimes an extra pair of hands helps a huge amount.
For example one of our environment artists was also good with engine so helped me with some of our major problems, like our rotating cameras. By working together we could solve problems far faster than before. We all worked like this, helping each other when we needed it most. It worked really well, because even when people aren't entirely sure on how things work that extra opinion may just help. It leads onto my next point.
Communication is Key
As I learnt in earlier projects group communication is extremely important. And ours this time around worked really well. We used Facebook mostly, which may seem extremely simple but did actually work. By uploading our work and what we were doing to a Facebook group we could all see what each other were doing. It was extremely simple but things like being able to give and receive feedback quickly helped us work and reiterate our ideas quickly. We also didn't hold back. If we didn't like something we let the others know. That might sound mean on paper but its really important to give critical feedback as well as happy feedback. This I think was probably the most important thing about our group. It helped us have everything in the level match an aesthetic look, and helped us work together quick and efficiently. And work speed is important!
Quick out of the Gate
This ones more focused on me personally, but I'm really proud of how some of this work went. Mostly about how fast I got the basics done. One of the key parts of the competition brief is that the game we had to make had to be a game, have actual gameplay and not just be pretty. So as early in the project as possible I wanted to get that down.
In the first few days I set up the basic concept of the game, all of us together working as a group to get an idea that worked for all of us. (Well one member wasn't a fan of these ideas but he swiftly left for his own solo project which made this easier on all of us.) We were meant to choose a section of the Alice in Wonderland story to base our game off but instead we aimed to make all of them, it seemed like more fun. Our first iteration of that idea was one hub world, with several small levels branching off it where you collect a key to unlock the next.
As this iterated we lost the key system and hub world as we just no longer needed it, it complicated the experience. But this idea alone needed some more gameplay. The concept of changing size was of course a big one in the book so I created that. Other groups had done this idea but in our game you can change size at any time. I thought this would be fun and actually feel like a game, with a puzzle like element.
It took a little time to work out but by the end of the second week the game worked. You could change as a player between 3 different sizes. Each size works slightly differently and I kept working on this for the rest of the project. Below is the first version of my size changing mechanic.
As you can see it got more complicated. And this isn't even the final form it had.
I had great fun creating and adding particle systems to our game, especially adding them to the characters. It made the whole game fit more together.
But I'm really proud of getting the basic gameplay systems done so quickly. I really have a passion for engine work like that and it was a really fun challenge.
After this I designed the levels of the game, which we have 4 of. I also really enjoyed this and really like what I created and how the game works. This didn't go through many major changes so through multiple art styles and some other problems, which I'm very happy with. The different levels of the game were great fun to make. My favorite has to be the final one, but all of them came with their own challenges. The End Level simulates Alice waking up from her dreams and nightmares, so understandably its a confusing world of floating rocks and shifting shapes.
Art Style
Our game has a really nice cute art style which I think fits the feel of the book. Our concept artist did a really good job designing each and every thing in the game. Having our own concept art guy helped us extremely. Now our project has such a distinct look now and everything matches and looks like one coherent world. I'm really happy with how it worked out. When the assets and textures started to come together and the world started looking together it was great. It seemed like a potential risk at the start having a group member focused solely on concept art, worried that he wouldn't be all that useful. Turns out it was the opposite and worked really well.
I also set up the shading system in the game! I was really happy this worked because it gave the game the childish cartoony look that the concepts had. I found a way in beta in Unreal, both Ray Trace Rendering and Distance Field Rendering. It took a lot of tweaking and work to get it to work right but in the end I like how it looks. It does mean we don't have complicated shading and lights but I don't think our game particularly needs it.
I also set up the shading system in the game! I was really happy this worked because it gave the game the childish cartoony look that the concepts had. I found a way in beta in Unreal, both Ray Trace Rendering and Distance Field Rendering. It took a lot of tweaking and work to get it to work right but in the end I like how it looks. It does mean we don't have complicated shading and lights but I don't think our game particularly needs it.
Things that went wrong
Now there's always stuff that goes wrong. Nothing major happened in this project like that but we had many things that never got used or just straight up broke. Personally I wasted a lot of time on work that I never ended up actually using. But all of this was really a learning experience so I don't regret the time really. Like working on terrain, which took a long time. This was before we had truly decided on an art style.
And then before we got to our current art style I tried a geometric brick like system. Its just a shame it looked really bad. I quickly scrapped this idea but it in some ways transformed into what we put in the final game.
One of my major annoyances in this project was assets. Quite often assets were reimported but changed so drastically in size and often even the assets were completely renumbered. Not a huge deal, and honestly it's petty to mention but this may have been the single greatest source of stress and annoyance for me; when I had to cut down an entire level of trees and put them all back in because some one arbitrarily changed their assets around too much.
The major problem I had was as the project went on I had to rely more and more on other people. Not a problem per say, but it does become a massive problem when those people don't do their work on time. Only one member was a real issue with this. He would repeatedly fall behind deadlines and not get his work done. Often even when the work is done it would honestly not be the quality we needed, or not match our art style. It started as a minor annoyance but by the last few weeks of the project it was really making it hard for us to finish.
Our final week was also fairly hectic. Because of deadline issues we didn't manage to get all three Alice forms in the game. I did think this would be a stretch and hard to do. Ultimately we just have to do with recoloured versions of the same Alice form which works but wasn't our concept aim. A lot of work was pushed worryingly close to the deadlines and there were several things we couldn't get into the game we wanted. Like loading screens, which me and our environment guy were trying to work on in the last few days we just couldn't implement properly. But in the end we were able to present a finished level, even if some small areas are still lacking.
Our final week was also fairly hectic. Because of deadline issues we didn't manage to get all three Alice forms in the game. I did think this would be a stretch and hard to do. Ultimately we just have to do with recoloured versions of the same Alice form which works but wasn't our concept aim. A lot of work was pushed worryingly close to the deadlines and there were several things we couldn't get into the game we wanted. Like loading screens, which me and our environment guy were trying to work on in the last few days we just couldn't implement properly. But in the end we were able to present a finished level, even if some small areas are still lacking.
Conclusions
But actually as a whole this project was mostly stress free. Everyone had their own problems that sparked up but as a whole we had a pretty smooth project. One of the best things that worked was despite the fact that this was all for a competition as a group we decided not to focus our attention on the contest. Instead we just focused on trying to make something particularly cool that we can all be proud of. And it worked, I'm really happy with what we made. It's a fun little game with a nice look to it, and honestly what more do we need. I feel if we all focused on the contest too hard we may of made something extremely gimmicky instead.
I'm really happy with what I did this project. I learnt more about engine work and level design two things I'm really interested in and interested in taking further. It was a massive learning experience and I spent a lot of time helping others in other groups with engine work. I enjoyed that, enjoyed how some people have been working together across groups. I am slightly worried that because these things aren't truly game art I might get marked strangely for them, but we'll have to see about that. At the end of the day though I helped make something that I'm proud of. And my group is proud of it as well. I'm happy to put this work in my portfolio. That's something to be celebrated in the end.
I'm really happy with what I did this project. I learnt more about engine work and level design two things I'm really interested in and interested in taking further. It was a massive learning experience and I spent a lot of time helping others in other groups with engine work. I enjoyed that, enjoyed how some people have been working together across groups. I am slightly worried that because these things aren't truly game art I might get marked strangely for them, but we'll have to see about that. At the end of the day though I helped make something that I'm proud of. And my group is proud of it as well. I'm happy to put this work in my portfolio. That's something to be celebrated in the end.