Behind the Scenes: Refining Triage’s Patient Urgency Feedback

Player feedback is a critical part in good design. In Triage, we rely on a blinking light to indicate to the player how long a patient has left before dying. The light will blink at 4 different rates before they die. This system is simple, but it doesn't distinctively show the rate of decline diegetically. … Continue reading Behind the Scenes: Refining Triage’s Patient Urgency Feedback

Technical Design Documents: Going Deeper

As I've written previously, Technical Design Documents are essential pieces of documentation for any team creating a technically-driven product. You will need a TDD to establish the rules and processes for creating the technical components of your product. The example I provided was designed for a Security Camera The example I provided in my previous blog … Continue reading Technical Design Documents: Going Deeper

Behind the Scenes: Setting up Materials for Reflections

Realistic looking materials help to breathe life into a regular scene. Currently, my scene is fairly lifeless and its textures are very soft and unconvincing. Normally, hospitals like these have reflective floors and sturdy walls. How do we communicate this in Unity? Unity has built-in options in the material editor to adjust reflectiveness and smoothness (right). … Continue reading Behind the Scenes: Setting up Materials for Reflections

Behind the Scenes: Refining Audio with 3D Sound and Setting the Soundscape

Using 3D Sound: 3D sound is a setting within the AudioSource Component of a GameObject. 3D Sound allows an Audio Listener (usually attached to a camera) to process the sound's position relative to the camera to provide stereo panning (left and right speaker variances) and volume falloff features (decreasing volume the further an object is … Continue reading Behind the Scenes: Refining Audio with 3D Sound and Setting the Soundscape

Working With Others – Reflections on Attracting and Retaining Collaborators

For my third project, Triage, my team and I had the opportunity to attract Collaborators to assist with audio and animation for our project. After pitching our project to a group of Animators and Audio crew, nobody approached us to work on our project. We found a collaborator through one of my teammates, but they soon left … Continue reading Working With Others – Reflections on Attracting and Retaining Collaborators

Technical Design Documents: What are they?

Throughout game and software development, documenting the process and specifics of the product is essential. Every facet of your product needs to be recorded and explained in as comprehensive a detail as possible. In a situation where one of your technical team-members disappears, you need a record of their work so you don't need to dig through it … Continue reading Technical Design Documents: What are they?