Individual management of time/tasks- Because I had to create three variants of both the tree and bush model, I had to ensure that I distributed my workload throughout each model accordingly. As such I assigned myself no less than an hour on any one model, in order to give myself time to give everything a consistently high standard with no 3d artefacts such as n-gons or displaced vertices.
How essential success criteria was achieved- The models I created were all on the asset list we created as musts and shoulds, which are the higher priority assets compared to coulds and woulds. Likewise, because there are instances of these foliage models spread throughout the level, being able to start giving the map more variety is something that will begin to make the level feel more alive.
How target audience requirements met/ project management- With our game having a PEGI 7 rating, all of our content that we will be producing mustn't be graphic or explicit enough to rise out of that bracket. My models fit the specification, such as all the trees and hedges sharing the same 1024 x 1024 texture sheet without resembling any imagery seen in games with higher age ratings like fear or drug use. This specific texture size is done for optimisation purposes, and to not clutter-up the unreal editor with 5-6 similar looking texture files, especially when texture sheets are typically the assets that take up the most space in a typical unreal project file.
Project management analysis (collaborative and individual)- I opened up the asset list, looked at the tasks I had assigned myself and marked off the models I'd created as done afterwards in order to inform the group of our progress. This is an effective use of communication and also risk management, as there's no fear that two people will end up making different versions of the same model and wasting time, which would be evidence of poor time management.


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