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Showing posts from February, 2024

Sprint 2 CAGD 495

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  I was working on creating SE. I used SWave, old and free software which was created by Japanese, so it's displaying Japanese texts on each tab. I created sound with changing the shape of wave, especially changing the shape of each cycle, pitch shift, and volume. There are several track and I can mix them up to one sound effect. After that, I edited it in Wondershare Filmora. I removed noise, edited with quick equalizer tool, and added filter,  I made second dig sound with recording real sound and editing it. Jumping sound Digging sound Collecting sound Select menu I was also working on the placing props in Unity scene and general mapping of collective items This placement is just temporal for the prototype, so I'll fix them later. I focused on the LOD when I placed them.  There is no low poly model (according to a producer, she does not plan to make it), so I edited vanishing distance of objects.

Sprint 1 CAGD 495

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 This is first blog post as Level Designer in new product in CAGD 495. For the first week, I was assigned to do blockout of Faebury Wilds map (I was assigned to do Forest map at first, but it was changed later) This is my overall map of the Faebury Wilds This is a basic modular blockout models, ID colored. I was working on Maya when I did blockout because it is easier to make color, edit, and unify the size by following grids, 1m×1m for each. White: crumbled ruin light green and tall: tree black and big: huge rock gray and small: small rock red and small: mushroom light green and small: grass card green: bushes yellow: flower brown and cylinder: sidewalk logs brown and wood stump like shape: wood stump I designed as there're more materials around crumbled ruins because these are spawning area of enemies. But these are temporal blockout and placement. So environment designer will change terrain and placement may be changed later.