Fall 2018 Interactive Display VR
For our first week, the class was tasked with coming up with ideas for games to develop. Because our class is so large, we will be broken up into multiple teams. Jose and I quickly came up with an idea for a game which Jose titled Exoslayer. We choose to develop on the Oculus Rift and I pitched the game to the class. After several rounds of voting, our game was chosen. I wanted to help run the project as the art lead and Jose was happy to step into the role of PO. Our game concept for our game is simple and we believe to be in scope for the team and the time we have. Your character carries a flashlight in one hand and a melee weapon in another. You’re in a jungle lit only by your flashlight battling waves of mutant insects 6 to 9 feet tall. During the first week, I spent a few hours writing up our GDD and also created a design bible for the artists. I think my greatest challenge will be helping newer artists achieve a consistent art quality and cadence for the assets.
I decided to have the artists work exclusively on the environmental assets. I provided a video that walks through the process of creating low poly foliage for trees and bushes on a plane. For this first week, I gave 3 of the artists 3 pieces of foliage to make, each. This is relatively simple and should only take someone an hour or two at most to complete if your new. Each person had one tree foliage to create so the thought is next week they would start modeling the tree trunks. Jose and I will be creating the player and enemy assets. I also created a timeline for the game that we will fill out further next week. My biggest concern for the game is on the programming side of things. We have 2 new programmers and because I haven’t worked with them before I don’t know where their skill level or commitment level is. Time will tell. For my task this week, I’m modeling and creating a first pass test texture for the first enemy which is based on a camel spider. I modeled the spider in 3dsMax with 2500 polys then brought it into ZBrush and sculpted it at 800,000. I then projected the detail back on the low poly model and textured in Substance. I used fiber mesh for the first time in Zbrush to give the spider hairy spikes. I’ve learned that this can add a significant amount of polygons. I gave it the minimal amount I felt it needed which doubled the poly count. I’m not quite sure why and I may have to look closely at ways to reduce the polys created by fiber mesh. 5000 Polygons isn’t too terrible, but for what’s being added it does seem a bit much for what’s actually being created.
Another year and another group of artists without commitment. I gave all of the artists a simple task for the first week to complete and not one person got it done. It’s now been more than 2 weeks and no one has all 3 foliage pieces made. It’s pretty sad but not surprising. This is nothing more than laziness and lack of commitment. I used the CAT spider rig and was able to get the walk cycle working. I still need to figure out the best way to get the bones in the spider’s mandibles for the attack animation. I tried a few different methods but they just weren’t working correctly. I hope to sit down with Seth for some guidance on the animation setup since that is his area of expertise.
One month in and none of the artists have all 3 leaf textures created and in the engine. Yesterday I created 4 leaf textures and brought them in Unity. It took me about an hour and a half to find and create all of the textures. I’ve finished sculpting the character model. I’ve brought the character, spider and 4 plants in Unity and have started lighting and terrain texture tests. I’ve also begun post processing tests. I’ve also rigged the spider and have created the walk animation. I have the spider spikes on his mandibles and have also rigged the mandibles for animation.
I’ve never really enjoyed rigging and animating before. Mainly because it always felt like so much work. This is mainly due to the fact that I haven’t done it very much. So I dove in head first and determined to get a better handle on the animation beast. I have found the most success with CAT rigs from 3DS Max so that’s what I worked with. This worked out very well for me because the included a spider rig. Through a few trials and errors and a little help from Seth. I was able to get the rig working well and I have a greater understanding of CAT overall. I also pivoted a bit on the weapon we where planning on and modeled a more sci-fi sword. I felt that it would feel better from a gameplay perspective. I created a bunch of custom sounds and also created a start screen. I’m brining in all of the game elements and have started to work on lighting and audio levels. I created an enemy death particle system that I believe will feel satisfying when you kill an enemy. I also created a custom fog system that is attached to the player so it is always spawning in front of the camera. The effect I was going for was a low, slow moving fog which I think I got to look very good.
I created the large assets that help define the game level. I also created entire rock walls with 4K textures. It looks so good on screen. I’m not concerned about performance hits because of how close I’ve set the camera clipping planes and your flashlights distance. I created a beach area, complete with surface shader and directional sound. This was a bit challenging and I spent a lot of time working on the water shader. It’s pretty easy to look good in well lit situations but more difficult in low light environments. The designer wanted a cave so I also modeled out a cave system, on steroids. It holds some secrets. I creating the beginning of a marsh area, added 2 buildings and also made a really great looking palm tree. I’ve begun sculpting and texturing the landscape as well. I’ve learned a lot of new texturing and UV making tricks. Mainly how to make really great looking environment assets that are efficient.
I’ve started to experiment creating my own textures with photos. The tree photos I took didn’t translate very well and the tree bark at my local park does not represent the tropical trees I’m trying to create. Next week I plan on going to the Mitchel Domes where I know they will have what I’m looking for. Some of the Ground textures I took worked out very well and already have them in engine. Something I learned this week was that by changing the projection method in Substance from UV mapping to Tri Planner looks much better for trees and completely removes the UV seam which was visible. I’m also starting to enjoy the animation process a bit more. I have found that sometimes its better to create a custom CAT rig and faster than trying to make a pre canned rig work. I had initially used the Dragon CAT rig but was having issues with the wings. Creating a new CAT was fast and allowed me to have more control over my rig. I did use the Spider rig for the Hercules Beetle, but that rig was relatively easy. I’m testing foliage that I’m creating, in how it looks and how much the system can handle. Having a dense forest look is going to hinge on the efficiencies of the plant models.
The Mantis model has really come along. I’ve learned how to better refine my characters texture details. I’ve learned new texturing workflows and had some significant opifinies. I created a twitchy walk animation,and although it doesn’t represent the actual way a mantis walks, I believe its perfect for the character. I’m continuing to create needed assets for the scene, primarily plants. Its allowing me to expand my optimization abilities, and has me exploring techniques and workflows I’ve never tried. Some of my assumptions about the trees was wrong and I’m taking steps to work through the correct solution. Namely the balance of thousands of leaves in trees that you can barely see. There are some texture issues that I’m having that I don’t fully understand yet, where a texture looks significantly better outside the engine. But these are simply small hurdles to a larger understanding
The Hercules beetle was one of the easiest characters for me to refine, texture and animate. Jose gave me a great base to work from as he has with all of his characters that I’ve refined. One of the effects I’ve created this week was for the swamp. I found a nice lily pad texture online which was repeatable. I placed a water shader just above the texture which gave the lily pads a sense of movement. I unraveled the mystery of the textures where some textures looked terrible in Unity when compared to how it looked in Substance. The issue was that I was exporting some textures as 8bit Jpg which for most applications is fine. But what I found was that when you have many varying shades such as what you would see on a tree texture, it looks terrible. This is because 8bit only has access to 256 color variations vs 16bit 65K. This was creating strange color variations that where not accurate and looked muddy.
I’ve been experimenting with Unitys flying waypoint system for enemies. But as I’ve experienced before with the system, It a constant fight of changing variables that are just shots in the dark to get the object to behave as I would like. The primary reason for this is that it was designed to work with actual aerodynamics and lift physics. So essentially I’m trying to modify a system designed to mimic the lift and aerodynamics of a jet and apply it to a wasp. It really doesn’t work. I suppose that If I kept at it as I did with Outer Rim I could get it to work. But I really dont have the time to dedicate to this one aspect of the game when there is a much easier solution to follow. The easier solution that we will most likely end up using is a simple offset of the character from the navmesh.
I had some difficulty refining Jose’s Centipede model for animation. The legs were too far off from the CAT rig. So the model will have to be changed or the CAT will have to be greatly modified to accommodate the model which may or may not work. But at this point. I’m going to ask Jose to refine so I can work on the 2 flying enemies which I think will add a lot of value to the gameplay. I’ve also created my first motion capture video using my MOCAP suit. I’m going to be working on a scene or scenes that involve characters in hazmat suits. So far I have a firm understanding of the iClone workflow and navigating the software is fairly easy. The area of challenge that I need to work through is a problem I’m having during the import of a CAT rig. It seems to be twisting the characters arms around, breaking the model.
Jose reworked the centipedes legs and I was able to get it refined and animated. I didn’t originally think that the centipede was going to cause so many problems. What I found was the normal voxel or heatmap auto weighting for the bones was not working very well. In most cases it would not be that big of a deal to go in and adjust for two legs. But in this case it was a real challenge, dealing will all of the legs. I did like that I was able to get a nice little bounce out of the antennas. The walk animation was simple to adjust because I’m using the stock CAT animation for centipedes. The attack animation wasn’t very difficult, I have him doing a lunge forward similar to what I did with the spider.
I’ve gotten a lot done this week. I’ve worked through the process to MOCAP the character for the game and I’ve finished the wasp. Although I have gotten the hazmat character working in MOCAP it would require putting more time into the character for refinement to look right. Since im running out of time I’m going to focus on making the dead characters that the player runs into to find batteries for the flashlight. I’m pretty happy with the way the wasp turned out. My turnaround for refinement, texturing and animation continues to improve. I wasn’t going to worry about the Dragonfly but I think I have time to create that model as well.
Another week another brain explosion of new things that I learned. I finished up the last of the enemies for our game which was a dragonfly. As per my workflow, I received the low poly box model from Greg. I then refined and retopped in ZBrush and then textured in Substance. I created the animations for flying and attacking in 3DS Max. I had some challenges deciding on how the textures would look but found a great reference picture that I liked which is fairly close to what I created. This week I spent an entire day creating custom motion capture animations using my MOCAP suit and bringing them into Unity. I also purchased Marvelous Designer and have begun creating clothing.
I spent a good 5 hours bringing laying out the plants. In order to fill in the space without overloading the polys I made everything big. The Mushrooms that Greg built I made a big as trees. I scattered the dismembered fallen players by the batteries and I added more battery locations in the environment as a way to draw players to different areas of the map. The batteries are emissive so they can be seen from a distance. The water shaders I had originally added did not look right. I’m not sure if a script was deleted or the Unity version no longer supported it. So I removed the one that I put in the marsh which allows you to now see the Lilly pads and I created a new deep blue transparent plane for the ocean which looks better than the broken shader.
Last week of class and just musing about the project and what could have been done better. For the few people that had an opportunity to play our game on demo day they did like the way it looked. I found it interesting that so may people didn’t move, they just stayed in one place. If we had more time I would have liked to add some motivation to keep moving and explore. Perhaps it should have been a timed game. I had played with the idea of adding a ship that you had to find after collecting bug samples and maybe an energy pod. But based on the time the programmers spent on this game, that wold not have been possible. I did start a new workflow for future game characters that I am very excited about. I think that my new workflow is a real game changer for quality AAA looking characters that are textured and rigged, completely compatible with all of my MOCAP animations.
First Semester Blogs 2015
CSG-117 Game Logic (No Blog)
Second Semester Blogs 2016
CSG-118 Game Engine Scripting (No Blog)
Interactive Display 2017
We were given our assignment and client needs today. We are tasked with developing an interactive display for a company that provides companies with computer security called SecuriLock. They typically attend trade shows that focus on security but want to attend a different type of trade show which is focused on technology. I came up with an idea last week and then refined it to pitch to the rest of my team. We split up into teams of 2 and each team was supposed to have our ideas ready to share with each other. I was the only one with a fleshed out idea and graphic storyboard for the team meeting which was a little disappointing. I do believe that I have the winning idea and my time spent thinking it through lead me there. I was originally thinking about somehow incorporating an Enigma machine but created a concept that would offer a more practical interface with the leap. From a display standpoint, I thought that the LCD TV would be framed out in wood, giving the effect that it is not a TV but more of a machine. It’s a cheap enough and easy enough concept to pull off and would complete the illusion for the machine. The interface graphics would be modeled as photorealistic objects.
Once pertinent qualitative and quantitative is gathered from the person playing, the machine can ask trivia questions tailored to that person’s demo. The timer would compel quick answers. Also.. the vacuum tubes and other lights could indicate which area of interaction is required for that answer. We would need to test which interaction types work best and may need to remove or augment interaction types that the Leap has issues with. It would be cool if the oscilloscope interaction accepted the drawing of a single letter or number as an input type. If that’s not possible, it could just act as an aesthetic.
This design approach will immediately achieve one of Securilocks goals. Stand out. What better way to stand out at a convention full of high tech by taking a nostalgic approach with an interface that predates modern computers. We believe that this design direction will ensure that Securilock stands out as the most memorable display at the convention. The interface also allows Securilock to inform and educate people about anything they would like, in an interactive and fun way. And because of the low cost, there could be multiple machines on their display.
This week Chris and I met with Daryl to discuss our display ideas and uncover more out his goals. I think that we have a really good handle on what’s expected from the client. After hearing from some of the other teams I think we did a better job at asking the right questions. After the meeting, we kicked around what we learned and I came up with a variation of the pipe dream concept which I believe better connects people with what Securilock does and will act as a more effective branding tool. I got the idea from two different games, Deus Ex and Alien Isolation. They both had mini-games with a hacking component. Although the client liked the idea of including some kind of avatar I did not include that with what I worked on. Mainly because I felt that it did not directly help with the clients main goals and would work against us on one of the client’s goals which were the amount of time spent with the interactive experience. I felt that people putting together an avatar would divert from the valuable time that could be spent collecting their information and having fun with a memorable interactive experience. Pitch
Daryl decided to go with the my game approach so I’ve started to work on asset concepts. I was out of town and didn’t have much time to dedicate to school projects but I did find time to create this server asset. I was originally concerned about this project but now that I have my head around the needed assets and the design has been pretty well fleshed out. It’s looking pretty good. I figure that I could probably knock out all of the 3D assets in one day. That allows me enough time to make every asset to be at the highest quality and also include animations and particle effects in Unity. At the rate the programmers are working we should have a functional game in the coming weeks. This will also give us time to improve upon the gameplay and perhaps add features that add benefit to the client without impeding the simplicity and focus of the core game. I feel fortunate to be on the team that I’m on because it sounds like the other teams are struggling to get started and I feel like we are moving forward effectively.
Server Model I created: https://skfb.ly/6oORL
I finished up all of the node assets which were a switch and desktop computer. The switch posed some interesting challenges that I was able to work through. In order to create the ethernet ports, I used a normal map stamp to create the illusion of a hole. This makes the model much cleaner and more efficient in the game engine. Overall it was a fairly simple task to create the geometry of the assets. It took a little more time to set up the geometry UV’s and paint them in Substance Painter.
This week I created the columns that the node assets will sit on. I made a few different versions for our product owner to choose from. He decided on using the one with a carbon fiber wrap. I also experimented with some emissive materials that would add an illuminated look that would merge onto the floor. The floor itself posed some challenges but I was able to create a custom hexagon floor at the quality that I was shooting for. I initially created an animated emissive material to indicate the state of each node but due to time constraints, we won’t have time to implement. I created the Hexagon floor using Substance painter and a custom texture map. My initial attempt looked ok but my second attempt turned out exactly as I envisioned. For anyone planning to make a custom hexagonal texture I would highly recommend using Substance Painter.
I created the shield that indicates that a node has been protected by Securelock. I used a combination of techniques to pull this off. The first is an animated texture shader that I have repurposed the code from on several occasions. I use a fractal texture that I found online to give the shader its overall look. I then created a new material that I put the company logo on and place that on another sphere. The logo is set as a transparency and I made the sphere slightly larger than the underlying shield. I then pivoted the logo upward to match the angle of the downward viewing camera. This effect is very useful for creating force fields and can even be used to follow the surface of a mesh. I used that technique in my capstone class on a power-up fist which I’ve linked to here on this YouTube video I created.
Since I finished the last of the 3D assets needed for the project I started to work on the design for the exhibit display. I had to send my laptop to CA for repair which has become an impediment during the few weeks of class. This just means that I’m going to need to stay late and come in every day I can to make use of the school’s computers. It sucks but It has made me acutely aware that I need a backup system, namely a desktop computer. I guess that although the timing isn’t great, the fact that I’ve gotten all of the 3D modelings and painting for all of my class projects done early is a relief. Also that I’m not stuck in a professional situation is lucky. I’m piecing my desktop build together now.
I had to start my design over for the convention display concept but I’m glad I did. I was originally thinking that I would try to figure out how to create an affordable holographic display but decided on using projection mapping to display an animation of the Securilock logo on the central sphere. I researched pricing and equipment to build the display and we would have the added benefit of owning some of the equipment, paid for by Securilock and reusable with future clients.
I was able to bring my 3ds max file into Unity and created a way to show our client an interactive version of the display concept. I believe that by doing this it offers a sense of space and size first hand. This could also be used to show the client in VR by using the Oculus. Showing off concepts this way gets clients excited and talking about what they like and don’t like about an idea. I have never been afraid of a client saying that they wanted to change something. That is basically them saying yes, they just have a different vision. Depending on what they want, the price may be affected. In my experience, people don’t mind paying a little more to get exactly what they want.
Here’s a link to my virtual walk around I created for the convention display. I created all of the assets with the exception of the 3D characters. Launch Virtual Display (PC Only)
We’ve known that we will be developing a 4 player tank game since last semester. This is really going to stretch our capabilities for the programmers. Building a 4 player game without major latency is about as complicated as it gets. Devon is going to be our PO and scrum master, he’s got a lot of work ahead of him, I just hope that he can keep the game in scope. His pitch is comically out of scope on so many levels. I’m excited for now challenges this semester, I’ve kept my skills sharp over the break and continue to push myself to learn as many new things as I can every day.
Our planning is in full swing. We are going to take our time to get our sprint planning done correctly. This is always important but it’s more important than ever with a game this technically complex and with a significant need for quality art. I’m ready for it. Being the only 3D artist on the team is going to force me to step up and kick some ass, and I’m ready for the challenge. I continue to improve my workflow and keep finding better ways to model. I just hope that Noah is able to keep up with the 2D art, he is going to be drawing hundreds of pictures for me to model from. I think this is going to be a great experience for the both of us. I think our sprint planning is taking way too long, it’s not that it isn’t going to take some time. It just seems like our planning should be happening faster.
We are still in sprint 0. It’s not the worst thing but I think that the lack of a roadmap is concerning. I think that the scope is going to get away from us and the reality of getting the game done in a way that Devon wants will probably not happen. We need to focus on the (Least Viable Product) and build out from there. While honing my painting skills and making a gun for my next game with Outer Rim. I’ve learned quite a bit more about some techniques I’m going to use for the Tank game. The biggest challenge and thing I need to learn is how to bake all of my maps down to one map. This is important for this and all future games so I need to get this workflow perfected.
I Completed all of the tasks that I could work on for this sprint so I started to work on an asset that doesn’t have a card yet. The airship is something that Mike had asked for and I agree would make a great addition to the game. There will be airships floating overhead and a crashed airship on the ground that players will be able to go inside. The airship still isn’t done, I plan to give it a more worn appearance and add a Zeppelin style balloon above the ship. The balloon will be a new challenge because I will model it in Mudbox. My goal is to make it look like its made from a tattered cloth and squeezed tight by rope to help hold its shape and to connect it to the ship. The downed ship will present it’s own unique challenges because the inside will need to be created, I would also like to have a deflated and flattened model of the balloon lying on the ground, still attached to the ship.
I’ve modeled the tank from Noah’s design and UVW mapped it to accuracy apply texture. The greatest challenge on the tank was the animation of the tank tracks. There were many technical challenges to overcome due to the complexity of this tank model. I also wanted to use the most realistic approach possible while keeping the polygon count in check. Before optimizing the tanks mesh the poly count was over 70,000, but after my optimizations, I was able to get it down to under 15,000. The model itself is about 9MB. It’s the textures that balloon the model size to 47mb and 51 MB on the rusted model. This is mainly because each object on the tank has it’s won UVW and material. I need to figure out how to get the entire model on one UVW in a way that allows me to add multiple textures. I do believe that once we implement LOD in the engine, the actual model size will be significantly smaller and will not pose a problem in the game.
I defiantly kicked some butt this week. I’ve gotten two of the weapons and the second tank done. As I figure out my workflow my production speed and quality continue to increase. I also learned that I will be taking on the role of lead designer for my Set Design class to develop assets for our tank game. My instructor told me that I will be graded on how well I manage the development team. He went on to say that my hard surface modeling skills were excellent and that there wasn’t much need to grade me in that way. I’m really happy to have this opportunity because it will allow our tank game to show the artistic personalities of other artists and give me some breathing room to work on other game assets.
Flamethrower, particle systems, smoke, scrolling texture tracks. Yep, another productive week. All of the particle systems I’ve created are from the ground up. In the past, I would always go to the Unity asset store to find particle systems. But the more that I use them, the more I understand how to get them to do what I want. I still think that Unity needs to overhaul how the particle system interface works, but at least I can get it to get pretty close to the vision I’m looking for. Replacing the tank track geometry with scrolling textures was a significant decrease of polygons on the tanks. I went from 15K to 5K when they were eliminated. And the scrolling textures look just as good. I’ve also created the projectile firing and expelling a shell casing, surprisingly, that was the fastest of all the guns.
This week was a fairly slow week because we are experiencing some bottlenecking in art task cards. I took a car from another sprint which was a hedgehog. My scrum hasn’t talked to Emil about the art workflow because he bounced the card back to the backlog. This is a good example of counterproductivity. If he would have talked to Emil weeks ago like I had asked, he would learn that the art workflow is different than the rest of the dev team. I’m not worried about it because I know it will get worked out. I also created a flag system for the tanks. This is something I’ve always wanted to do but never tried and it turned out exactly as I hoped. This adds a new feature that we can use to correspond with the factions.
I finished three of the four weapon pickups. The most challenging was the health pick up which is a heart. The last pickup I have to do is the weapon buff which is a hand grasping ammo and making a fist. That will probably be the most challenging. Our art workflow has been sorted out so Noah and I have our own card lane to pull from. I just learned that we will need another tank because there was a problem with that tank customization system. I pretty happy about this because the tanks have been my favorite models to create. I’m starting to get a little nervous because we haven’t been able to really playtest the game yet, but I believe we are close. The models that are being made in my Set design class are looking really good and I’m excited to get them in the game. I hope that I will be able to the models from everyone this week even if they are not textured.
I created the tank explosion particle system as one of my tasks this week. I followed a tutorial and then added my own look. This was a lot of fun to put together and furthered my knowledge of how Unity particle system work. I would like to see unity streamline the particle systems interface, I think that there are several UI and naming convention changes that would allow people to better understand what part of the p[article system they are changing. I also started to work on one of my most challenging assets so far, a fist. This is only the second hand. d I’ve modeled and is taking longer than I anticipated. The concept art has a belt of ammo in its fist but for ease of modeling, I’m going to have it grasping a single large round of ammo.
The fist took me two weeks to create and just finished it up. I included an entirely new effect that I created in Unity that uses a shader to wrap around the geometry of the fist. This is my favorite pickup model that I built. I diverted slightly from Noahs concept which had the hand holding a belt of ammo. Mainly because It increased the geometry and I felt that it would be harder to actually see what the hand was holding.
I textured the entire terrain and modeled the mountains this week. I spent about 30 hours going through every corner of the map and created different blends of stone and rock. I also placed most of the in-game assets and modified textures and geometry to maximize game performance. This was a tedious but rewarding experience. I learned how to blend the terrain materials in different ways. I also learned how the Unity terrain system can be easily maximized for performance. The most dramatic was the error value, it reduced the accuracy of the geometry but greatly reduced the poly count and improved performance. I didn’t put everyone’s asset into the game from my set design class because they were either not good enough or their poly count was too high.
Noah and my art is going to be displayed in the art gallery at the 6th street cafe so I put together a few prints to show off our workflow. After printing, I did realize that some of the images printed too dark. Overall I think that it’s pieces like this that allow me to highlight my ability to take an idea and model in 3D. I still need to put these on sketchfab which will require me to retexture them. I, unfortunately, didn’t save all of my textured work to an external drive and needed to send my computer in for work. But that’s ok because I enjoy texturing.
Our game was not properly road mapped and we are defiantly feeling the effects of that now. We have many broken systems and many of the major game elements are being put together for the first time. Lots of systems are broken and even simple things are completely broken. My explosions don’t work in the game and even water isn’t rendering. I think that the root cause is a lack of leadership and the ability to recognize when a project is not on track. There never seemed to be much of a sense of urgency and it seems like Sam has taken it upon himself to step up and try to fix many of these broken game elements. I think that the ultimate failure of this project was the lack of vision, road mapping, and leadership. Our PO was hard-nosed on things he should have been softer on and soft on things that he should have been harder on.
It’s portfolio week and Devon is talking about adding more to the game and not truly understanding how broken it is. I know that Sam is working hard at fixing many of the game-breaking elements but I think that it’s just too late to fix everything. There is work that has been passed as done that has not been tested because it is so broken. Much of this is because the major game elements have not been brought together and playtested until now. Much too late to do anything about it. It’s unfortunate that we only had one semester to work on this game. It should have never been a networked game with so little time. Our programmers were set back half of the semester because they had to rewrite new networking code. But this should have all be recalculated into the roadmap and the appropriate adjustment should have been made. Instead, the roadmap never looked at as a team and was never a useful tool in our development process.
After portfolio night it was clear how interested our PO was in the game. Sam had to go look for him twice and he seemed more interested in playing Outer Rim than talk to people about the game. It was a sad showing, I would say that Jolie made the most respectable attempt at showing off the game. I also noticed that instead of being on the proper side of the booth they were playing the game more than inviting people to play. Maybe I missed it but I didn’t see our PO talk to anyone about the game. Even with its bugs, there was plenty to talk about.