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How I Used Fungus to Create an Animated Menu

Fungus is a free Unity plugin available on the Asset Store. You just need to download the plugin and import it (to save hard-drive space, uncheck the “FungusExamples” folder in the import window) to get up and running. There are three things Fungus is great for: text-based conversations, simplified level scripting, and easy animated menus. … Continue reading How I Used Fungus to Create an Animated Menu

Working With Clients – What Could Go Wrong?

Even amongst teams, communication breakdowns will cause major issues during development of any project. For our third project this trimester, we are creating a music-video-game, where an Audio student is envisioning and leading a project which we will create. This project is an interesting twist given that as game developers we are normally the clients of other … Continue reading Working With Clients – What Could Go Wrong?

Ned Kelly, The Storm, IMPRESSIONISTa – What’s in an ‘Art-game?’

Leading on from my previous blog about the emotional design of Wrong Tree, Ned Kelly, a short experience by Ian Maclarty, highlights another kind of experience - the 'art-game'. "Art", is - as far as I'm concerned - anything that says more about itself (or its subject than the sum of its parts. A portrait … Continue reading Ned Kelly, The Storm, IMPRESSIONISTa – What’s in an ‘Art-game?’

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

How I Created Basic Assets using ProBuilder

Triage's combination of serious and jovial themes rely on juxtapositions between audio, visual and interactive designs drive home the game's core aesthetic. One of our team members created a series of models for achieving our intended visual aesthetic. Triage required a voxelated set of models reminiscent of objects found in hospitals, matching the reality of … Continue reading How I Created Basic Assets using ProBuilder

Behind the Scenes: Helping Players See and Communicating Game States in Triage

In Triage, players will move their patients throughout the environment into the correct treatment room. Patients will then be treated before completing their stay or needing a secondary treatment. Using a controller, the player will move patients around the environment and switch between them. Helping Players see Important Objects Obscured by Walls and Objects One of … Continue reading Behind the Scenes: Helping Players See and Communicating Game States in Triage