vrijdag 10 september 2010

Creating Assets (2D / 3D)

Hey Guys,

Before we go all overdrive mode and start creating assets for the game, i want to make a few simple rules here before the shits going down. (3D crew related)

First of, i would appreciate it if you only make the assets that where assigned to you...

(But why!? isn't it useful to take some work out of someones hands and help them with it by building it and getting things done before a deadline!?)

Well yes and no,
yes
its great that other team members take care of each other and help each other out.

No because this will seriously fuck up the work order in which things are implemented, art directed and assigned to one another.

SO this will create an ever growing imbalance within the team, which sucks balls. This will also make it harder to effectively art direct every piece because the oversight is lost between assets and the person committing it.

2nd,
Don't start with a new asset unless your current assignment is fully modeled, Unwrapped, Baked, Tetxured and (animated if needed) and has a general go for testing ingame, this way we dont end up with incomplete work and don't end up finishing some one else his unfinished assignments.


3rd,
Communicate! with the whole team, if we want to deliver high grade stuff this is very important. Share your tricks and methods, what you're working on, if ur stuck or just finished an assignment early, what choices you made etc.

And for instance, if there is an asset, building block, model you really like to work on and want to be assigned to, contact me and the rest of the team for a request, and why you want it ofcourse :)

Geen opmerkingen:

Een reactie posten