TEAMS

Executive Producers

Zev Langer
Sarah Philips

Director
Katie Turnbull

Producers
Simon Bull
Cham Gunatilleka

Concept Team
Leader :
Ben Krycer

Alex Sloggett
Chris Hocking
Lin Mei
Nie Zhenwei (Robert)
Noura

Production Team
Leader :
James Lorenzi

Paolo Tami
Aina Mayasari Effendi
Hsu, Chia-Wei (Adeline)
Lawrence Makoona
Cheng Yu Shou (Erina)
Enwin
Anne Wong

Engine Team
Leader:
George Samuels

Kanlaya (Gunn)
Nasser Samman
Wang Shuiyi (Doris)
Simon O'Shea
Promote Vimolkul (Ou)
Daniel Choo


Monday, April 27, 2009

Week 2 - Day 8

Hi all,
Day 8 began with a meeting (10 am) with all teams and team leaders. As we are currently preparing for production the communication pipeline was explained once again in order to prevent confusion amongst team members. The production of the runaround map was discussed further with members of the production and engine teams.

10.30 am - 1.00 pm production team began working on producing, sound, textures and models for the sound level of the project. The engine team worked on the runaround map.

5.15 - 6.30 pm Katie and Cham took a meeting to discuss the deadlines that were met by this time:

Since we were behind schedule, we discussed that breaking the teams up and giving everyone a task would be better than many people working on one task.

Redesigning the asset list and including visuals.

Moodboards and the space visualisations.

Detailed explanations of interactivity of the spaces needs to be defined.


6.30 pm Meeting 3 with Executive Producers

Zev and Sarah were presented with the runaround space created by George and Nasser. They had a look at some of the textures created by Erina and Adeline and some sound designs produced by Paolo, Edwin and Aina. They also went through the asset list and the sound level plan and made some comments. The comments are as follows :

* Plan all main spaces tomorrow.
* Get all 3 spaces made with basics and add details later.
* Work out interactivity in the spaces.
* What does it feel like and look like to move between spaces.
* Does the user know they are being teleported ?
* Dark spaces to direct user towards the lit up spaces.
* Make it obvious where the player should go.
* Corridor - moving mesh around the spaces.
* Kepping the user, moving, motivated and interested is important.
* Bridging between spaces, how you introduce and get rid of a space.
* Think about what happens above and below user. Put things out of reach of user.
* Ceiling images to give height.

The meeting ended at 7.30 pm

End of day 8.
Simon & Cham.

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