Wednesday, December 11, 2013

Ossman Malik-Thoughts on the Semester

Posted on behalf of Ossman Malik,

  Overall, I think our group accomplished a lot of hard work. We each put in effort to create the entire game. Our group consists of five members including Brian, Jeremy, Ernest, Chris and myself. Chris and I were the 3D modelers, Brian was the sound editor, Ernest was the programmer, and Jeremy was the storyboard writer. As the semester is approaching to an end, I think everyone did a good job to make everything look more realistic. For instance, when I am modeling objects, heavy machinery, and ramps I look at images for references and I have to make sure when creating the models they look clean and presentable enough to be put in the game. When a 3D artist models objects, he should rotate around the object enough times to make sure that he created each and every corner perfectly. Even though it does take me a few hours to build each object, I think I am beginning to enjoy modeling because it this is specifically what I want to do when I get a job. As I finished modeling an object such as a stack of palettes, it looked exactly like a stack of palettes because I spent hours working on that object. Along the way, I know it is taking a long time to model everything and it does not quite look anything like a game yet but when this work along with everything else is completely finished it will look a lot like a real video game and everyone will want to test play it.

  In my opinion I think the most difficult part of this project is programming because with programming you cannot make a single mistake when writing code. When you debug your code you have to make sure the code is written perfectly because if there is just even a slight error in your code the program will not run at all. Also, I think that programming takes the most amount of time to build a game because you have to understand where each and every line of code needs to fit in a proper place whereas, with any artistic jobs in the field you are given more creative freedom such as animation in which you have to see how to get the pixels moving frame by frame in order to get something like characters moving in the game, or even sound because with sound all you would really need to do is get the appropriate effects into the specific enemies, character, or objects and you would need to edit the speed of the sound. For instance, you need to make a splashing sound if a character jumps into the water. The splashing sound should last about 3-4 seconds, or if the character makes a smashing sound the smashing sound should be about 8 seconds. Overall, when we get into next semester I am hoping that when we are working on our game we will have all the models put into the game and the game will start looking like a real game when we get closer to the finishing touches.

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