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
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For the second project of Studio 2 - we went on an excursion to the Gallery Of Modern Art (GOMA) to examine and select an artwork which we would replicate the experience of in a game
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?
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?’
Sir Anish Kapoor is a British sculptor. Born in 1954, Kapoor studied art at London's Hornsey College of Art, and later at the Chelsea School of Art and Design. He became known in the 80's for his "Geometric and Biomorphic sculptures". For example, his pigment and mixed-media piece 1000 Names (1979-1980) is one of many examples … Continue reading Anish Kapoor – Untitled
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
Particle effects are great ways to communicate states to the player. Whether an object is important, bleeding from damage, on fire, or getting healed, we need effective ways for the player to read these states from afar. Triage is a game in which hospital patients are taken into hospital wards for treatment, and when a patient … Continue reading Creating a Basic Particle Effect in Unity
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
Melbourne's Games Week was one of the best times of my life. I wanted to reflect on many of the talks and events I attended, the event really helped me learn and share ideas with other developers. I will definitely aim to attend in 2017. What Makes a Giant? A proper breakdown of what truly … Continue reading Game Connect Asia-Pacific Wrap-Up
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