Testing- This week we conducted our first big batch of group peer testing after Easter now we have a more substantial prototype, as we created a short questionnaire for members of the other group project to fill out in order to give their thoughts on our game. This testing was done as a form of professional practices, so we're able to view the thoughts and opinions of those who aren't directly involved with the project, who may have queries or questions that we may have missed ourselves. Overall though this feedback was generally very positive, with some very useful constructive criticism listed too.
Certain aspects of the blackbox feedback is specific to me and helps me with my level design work, for example, some feedback from Dan (with a screenshot below) suggests that the track is indeed navigatable and the player is aware to go at all times, but following on from his feedback where he found a shortcut to skip a portion of the track, I was able to remedy this by adjusting the level terrain to prevent this from happening in the future. Likewise he was pleased with the Track's length, which means my research into other racing games paid off, as it wasn't too short and quickly over, but didn't outstay its welcome with being needlessly long either.
Research- This week I also began some unreal engine work where I created and applied emissive materials to models like my trees, and the work of other modellers like Gus' starting line. Likewise, I also continued my work on the environment in-engine with optimisation work on the track and background decals, as well as creating a futuristic building in 3ds Max as another model to import into the game's scene. I created the building in particular using a reference imaged of a building sourced by (Erkan, 2015).
| (Erkan, 2015) |
Likewise, we have great collaboration and communication via the asset list. It features an entire list of 3d models we need for the game, and whenever one of us have finished working on something, we can look at this document to mark ourselves off and to also see which models are completed, not started and in-progress (and also who is working on them). This means we can 'claim' a not started model and work on it without worrying that someone else may also be doing it, as we mark our names onto it (as seen in the screenshot below).
| A snippet from the asset list for my tree/bush models |







