Today I went to present my project at Rewind. I showed the
team my environment and received some valuable feedback.
They felt that the scene was well made but would have liked
the environment to communicate the story to the player. I admit that when I was creating the environment I looked at
various different sci-fi elements that I thought looked cool and incorporated
them into my scene. The end result lacks cohesion and I agree with the team
that had I kept things more focused then the final level could have been much
better. I wish I had drawn more attention to the loading bay area which houses
the mech. If I had signposted the players attention to that area, I could have
conveyed more of the story through the environment.
This is an aspect that I really want to improve upon during
the development of my major project. The team said that the hangar environment
looked nice but felt more like the generic parts of a level a player will have
to get through rather than a key location. My major project environment will
need to be clear in what areas are important. I want to focus the players’
attention to specific areas and this method may even save me time in the long
run. After all, why spend hours working on a vast area that elicits no emotion
when you can be far more successful with a smaller more focused area.
Regardless I feel this lack of emotional interest is
something that all my environments have suffered from. I will be aiming to
correct this in my next project.
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