THURSDAY: PRESENTATION
Thursday we were to present our games for playtesting the following week, going through everything we’d managed to accomplish thus far and how we managed to accomplish it. We each had several slides, along with one detailing the pitch.











My slides only had my talking points so I could explain them more naturally without having to read from a script. I laid out what I’ve done so far (designing and 3D modelling the ground floor of the house), how I accomplished this (using my early drafts to showcase the looping pathways and verticality via existing props), and finished off with the last slide featuring the best renders and pointing out some minor design choices. Overall it went well, and I was able to communicate confidently and clearly – as did my teammates.
At the end was a quick Q&A session in which we were asked the following:
- How does the vertical slice end? – Guy
- It’s set up on a timer so that at the end of 3 days you get a score based on your standing with the humans. (However, we did admit it needed more thought.)
- Have you resorted to yellow lines? – Josh
- Not yet. (But probably soon.)
- How do you interact with the family as a rat? – Rosie
- Via the quests. Each quest you can choose to improve or worsen your relationship with the family.
Lastly, we had a check-in with our tutor about what we should focus on in the project. My main priorities for the playtest next week will be re-modelling the walls, addition of props, and texturing. Priorities going forwards will be making UI and creating a tutorial area in a sewer.
To see everyone’s contributions to the project, see below.
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