CHRISTINE (SOUND) WRIGHT
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Week 5

6/19/2016

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Overview

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     This was by far the first week we truly experienced crunch mode. There was still quite a lot of art not showing up from the team and at this point the leads and few others literally worked all day every day trying desperately to fill our Vertical Slice level. In a week’s time, we went from not having a single thing that looked like a city, to full blow skyscrapers and blocks of the city done. Our Largest overlook was not keeping an eye on the level of detail that each object had. The night before our presentation I couldn’t not play our game in full resolution.
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      All in all, it’s been a bitter sweet week. Anybody from the outside might think we successfully made something, but on the other side of the fence, there was just so much that couldn’t be refined in time, or be implemented. Also, way too much of the team actually contributed even an average amount to our project. I’m worried that that one factor is the main cause of this crunch mode we endured. I’m worried that it won’t get fixed. 

PERSONAL CONTRIBUTIONS

I have never made so many buildings in my life. ​
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Environmental assets made this week.

     In addition to buildings, I also threw myself at animating our spider boss. While it was rigged, skinned, animated, and put in to Unreal, we unfortunately couldn't get it implemented before our presentation. 
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  • Home
  • About Me
  • Audio Design
    • Audio Projects
    • Shooter Game
    • Music Composition
  • Game | Level Design
    • Level Design: Indiana Jones
    • Design: Space Robots
    • Design: Core Storm
    • BooBooSNAP!
    • FIEA Level Design Submission
    • Merry Mayhem
  • Contact
  • Extras