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	<title>Advanced Game Studio</title>
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	<description>53-472/672 &#124; Carnegie Mellon University &#124; Spring 2020</description>
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		<title>Wrapping Up: Special Thanks</title>
		<link>https://courses.ideate.cmu.edu/53-472/s2020/?p=555</link>
				<comments>https://courses.ideate.cmu.edu/53-472/s2020/?p=555#respond</comments>
				<pubDate>Thu, 18 Jun 2020 03:02:44 +0000</pubDate>
		<dc:creator><![CDATA[Trento von Lindenberg]]></dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">https://courses.ideate.cmu.edu/53-472/s2020/?p=555</guid>
				<description><![CDATA[As the semester draws to a close and we finish up the last few tasks before our final release, it&#8217;s important to keep in mind those who made this entire project possible! In this post, I&#8217;d like to thank each of the people who contributed to Buggy AllStars. This project was a massive undertaking, and [&#8230;]]]></description>
								<content:encoded><![CDATA[
<p>As the semester draws to a close and we finish up the last few tasks before our final release, it&#8217;s important to keep in mind those who made this entire project possible!</p>



<p>In this post, I&#8217;d like to thank each of the people who contributed to Buggy AllStars. This project was a massive undertaking, and keeping it all going was no easy task! </p>



<p>Even with 25 students working together, it wouldn&#8217;t have worked if we didn&#8217;t have all the support we did.  So, thank you!</p>



<span id="more-555"></span>



<h4>The Client, who brought their project and passion to us</h4>



<p>Thank you to our client &#8212; the Buggy Alumni Association and everyone within it that we worked with &#8212; both for their years of dedication to everything Buggy and for bringing the project to us in the first place! The project has been an incredible experience for all of us involved, and a rare opportunity to really push ourselves to the limit and see what can be done. </p>



<p>We especially have to thank the following people for taking the time out of their busy lives to work with us, check in with us, and see the project through to the finish:</p>



<blockquote class="wp-block-quote"><p>Anne Witchner, Kaycee Palko, Ben Matzke, Laurel Bosshart, and Will Weiner</p></blockquote>



<p>Their passion for Sweepstakes was infectious and drove us to keep the project going through thick and thin, and their confidence in us was a strong motivating force! So, thank you all!</p>



<h4>The Faculty, who built and sustain the program we&#8217;re a part of</h4>



<p>Keith Webster, Drew Davidson, Steve Audia, and Mary-Catherine Dieterle.</p>



<h4>The IDeATe Staff who supported us</h4>



<p>Thank you to Kelly Delaney, Gretchen Graff, George Minick, Tim Parenti, and Cody Szoska, the people who make IDeATe work!</p>



<h4>The Interviewees and Consultants, who took the time to educate us</h4>



<p>Thanks to Jesse Schell and Patrick Jalbert of Schell Games for their expertise in the early phases of the project as we ventured into the realm of designing a VR ride.</p>



<p>Additional thanks go to Michael Christel, who provided us with the video waiver we used before recording playtest sessions; Brad King, who provided us with the decades&#8217; worth of footage and Buggy documentation; and thank you to Kristen Kurland and Emma Slayton for the GIS data we used in generating the terrain around the track. </p>



<p>Thank you to Paul Gerlach and Zachary Kowalewski from the Kiltie Band, who were so kind as to provide us with the score to the CMU Fight Song! Even though we were not able to use it for this iteration of the project, we look forward to integrating it into a future release!</p>



<p>And a big thanks to the buggy drivers and pushers we interviewed (Mary Garrett, Boyao Yu, Tishya Girdhar, and Annie Black) whose input and feedback were crucial in designing the experience from start to finish.!</p>



<h4>Additional Assets Created and Contributed by&#8230;</h4>



<p>The voice you heard in the game was none other than the &#8220;Voice of Buggy&#8221; himself, <strong>Will Weiner</strong>! He so generously contributed his time, sending us voiceline after voiceline whenever we needed something new. </p>



<p>The <strong>Main Menu music</strong> was entitled &#8220;Story has Begun (Kielokaz 156)&#8221;, by KieLoKaz. It is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. For more information on the license and its use you can follow <a href="https://creativecommons.org/licenses/by-nc-nd/4.0/">this link.</a></p>



<p><a href="https://sketchfab.com/3d-models/cathedral-of-learning-iiVyhyTAO90CXSiPtBMVZ4zB83Y">An early rendition of the Cathedral of Learning was provided to us by James T. George</a>, which we used to populate our skyline until we had the time to create our own asset.</p>



<p>Many of the campus models were built from existing assets made in a previous semester of <em>Reality Computing</em> (a CMU course also led by Tom Corbett). These models formed the foundation of our 3D modeling work, saving us a substantial amount of time and ensured that the art timeline was realistically achievable. The students in that course were as follows:</p>



<blockquote class="wp-block-quote"><p>Mert Bozfakioglu, Lauren Zhang, Emily Zhou, Matthew Henderson, Skylar McAuliffe, Byungju Lee, and Woody McCoy.</p></blockquote>



<p>And thank you to Justin C. Macey for letting us use the CMU Mocap Lab, which went a long way towards making the animations in the game look as fluid as they do!  </p>



<h4>And last, but certainly not least&#8230;</h4>



<p>Thank you to the entire team, whose dedication even in this time of crisis kept the project moving. In a time when it would have been so easy to just disconnect, their perseverance was something to admire!</p>



<p>And finally, thank <em>you</em> for following along with us in this immense, crazy, risky journey. We hope that you enjoyed this peek into the development of this project, not to mention the game itself!</p>



<p>Stay safe out there, keep in touch, and we hope to see you all again one day!</p>
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		<item>
		<title>Buggy AllStars &#8211; A Post-Mortem</title>
		<link>https://courses.ideate.cmu.edu/53-472/s2020/?p=558</link>
				<comments>https://courses.ideate.cmu.edu/53-472/s2020/?p=558#respond</comments>
				<pubDate>Thu, 18 Jun 2020 03:02:33 +0000</pubDate>
		<dc:creator><![CDATA[Trento von Lindenberg]]></dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">https://courses.ideate.cmu.edu/53-472/s2020/?p=558</guid>
				<description><![CDATA[Once your project has wrapped up, loose ends have been tied, and the game is out in the world for people to play, it’s standard to look back on how things went in the form of a “post-mortem.” So, I invite you to join us as we look back at our successes (and failures) to [&#8230;]]]></description>
								<content:encoded><![CDATA[
<p>Once your project has wrapped up, loose ends have been tied, and the game is out in the world for people to play, it’s standard to look back on how things went in the form of a “post-mortem.”</p>



<p>So, I invite you to join us as we look back at our successes (and failures) to see what was done well, what we’re proud of, and what lessons we learned. It’s been a long journey and there’s a lot to unpack, but the team worked hard and those results deserve to be mentioned! Finally, we’ll end on some thoughts as to the future of Buggy AllStars, and what we can expect in the next year!</p>



<span id="more-558"></span>



<h3><strong>I. A Quick (Deep) Dive into Virtual Reality</strong></h3>



<p>Taking it in chronological order, it’s important to go back to where we started: in Virtual Reality. Although we never got to see the game fully realized in VR, we made a substantial amount of progress:</p>



<ul><li>We <strong>iterated on controls </strong>to find something that was intuitive and contextual.</li><li>We<strong> did a quick dive into user and VR accessibility research</strong> to understand our domain and posit ourselves in the golden center to reach VR aficionados, Buggy enthusiasts and racing genre fans.</li><li>We had <strong>high resolution models</strong> of all university buildings, buggies, pushers, and most of campus laid out and ready to go.</li><li>We regularly attended<strong> 6 out of 6</strong> of the weekly playtesting sessions leading up to Spring Break, plus a session held during the Global Game Jam. This was crucial in helping us iterate on the design of VR Buggy AllStars.</li><li>We <strong>established a working level of communication</strong> between Leadership and the triforce of Art, Design and Programming Teams.&nbsp;</li><li>By Spring Break, we had reached a <strong>Beta level of progress</strong> for most departments:<ul><li>Art assets were largely complete, only missing texturing.</li><li>Core controls were functional, although missing AI racing mechanics.</li></ul></li><li>We planned out <strong>what the physical attraction experience would look like</strong> at Carnegie Mellon University’s annual Carnival celebration.</li><li>And, perhaps most importantly, <strong>we learned a lot!</strong> From how to make racing work in VR, to creating a functional pipeline, to adapting a variety of softwares to our needs, the first half of the project was an experiment in education.</li></ul>



<p>As is always the case in such a large project, there were some aspects of the game that were falling behind, and other concerns that we hadn’t quite sorted out:</p>



<ul><li><strong>How would we disseminate the game to a larger audience? </strong>Our initial platform of choice was X, so we intended to <em>optimize</em> the game such that it could run on an <em>Oculus Quest. However, </em>reaching the larger audience outside of Carnival was a stretch goal that required more work.&nbsp;</li><li>Some assets &#8212; like the player buggy and much of sound &#8212; <strong>were falling behind in the pipeline</strong>: since they weren’t finished when they were scheduled to be, they fell to the wayside as more and more piled up.&nbsp;</li><li><strong>We had a lot of testing we wanted to do </strong>before feeling comfortable that the game would be accessible and intuitive to everyone &#8212; the UI wasn’t reading perfectly well for everyone, and there was talk that we would need a menu system for teaching controls.</li></ul>



<h3><strong>II. Pivoting to Arcade Racing in WebGL</strong></h3>



<p>With the developing realities of Covid-19, we realized we needed to radically shift our approach. This is when we made the platform pivot to web-based experience and restructured the class to remote, indie-based game development. Through the continued dedication of our teams, we were able to weather our trials and push Buggy AllStars towards the high quality release we were hoping for:</p>



<ul><li>First off, <strong>we succeeded in completing a game after a major pivot, during a pandemic, and while hitting the bulk of our design goals! </strong>That alone is a major success, and something we’re all proud of!</li><li>A lot of the design research we had made into making an Arcade port was used to ease the transition into WebGL, resulting in a <strong>very quick turnaround time between design and implementation.</strong></li><li><strong>We had a fully-populated world of textured art assets, </strong>effectively hitting every item that was on our list at the start (including Motion Capture animations for all of our models)!</li><li><strong>We collaborated with several others outside of the classroom </strong>to make sure the project was a success. In fact, we worked with so many different people that we built a credits page on our website just to thank them all!</li><li><strong>We even reached a number of stretch goals</strong>, including “skins” for the Super Buggy, the ability to choose which buggies you race against, a full compliment of voice lines and narration, and so much more!</li><li>Lastly, as a class, this “experiment” was a success. For many students, this was their <strong>first time working in an indie studio-like environment</strong>, and they performed admirably every step of the way. They learned how to communicate with each other, deliver work that contributed to a greater whole, and even how to work under crisis and mounting pressure without missing a beat. Students learned how to work with software they’d never even heard of before just to make this game what it is &#8212; and if that isn’t a learning success, I don’t know what is!</li></ul>



<p>Of course, the pivot had a heavy toll and we felt its impact on various parts of the project, which affected how we approached our process:</p>



<ul><li>Our timeline was <strong>quickly condensed</strong> &#8212; even though the final deadline had been extended, from April 17th to mid-May, we suddenly had a lot more on our plate! From the port itself (which now mandated optimization) to the design and implementation of a website, we had a lot to do in a short time period if we wanted to get the game out on time.</li><li><strong>Maintaining communication became a major focus</strong>: Now that we couldn’t see each other in person day-to-day, a significant portion of the leadership’s time was dedicated to holding meetings and checking in with our people each day. By doing this, we could keep the gears turning and reach deadlines as planned.</li><li>For a while, <strong>it was a struggle to playtest the game. </strong>Typically, a designer wants to <em>observe</em> the player while they try out your game, so that they can ask questions and pick up on any body language clues about how the player is feeling. With the web format it was now very easy to send the link to someone and have them play it, but written feedback isn’t always as useful as an in-person session!</li></ul>



<p>However, the pivot to WebGL might have just been a blessing in disguise! Suddenly, the questions we had for the VR port went out the window, and some solutions were natural to the new platform. For example:</p>



<ul><li>By hosting the game on a website, <strong>we can easily disseminate the final product to anyone in the world</strong>.&nbsp;</li><li>In order to get the game to work in a browser, <strong>optimization took a forefront</strong>.</li><li>The shorter, condensed timeline meant that we could <strong>quickly and efficiently prioritize the assets that were still stuck in the pipeline</strong>, resulting in a quick turnaround between each new development version of the game.&nbsp;</li><li>Because we were moving to a more traditional control setup &#8212; everyone has used a keyboard before, but not many people have ever held a VR controller &#8212; <strong>we could rely on an established control scheme</strong> that would be more intuitive to the average person!</li><li>Even though playtesting was a bit more complicated than before, <strong>we were able to reach a greater audience</strong> for even more feedback, by having multiple people play on their own machines, on their own time!</li></ul>



<h3><strong>III. Lessons Learned</strong></h3>



<p>Developing Buggy AllStars was an incredible learning experience for all of us, and it would take pages upon pages more to document every lesson we picked up along the way.&nbsp;</p>



<p>So, let’s focus on the highlights of what we learned, dividing them into “Universal” &#8212; something that is frequently recommended and commonly applies &#8212; and “Specific” &#8212; something that related specifically to our structure &#8212; lessons.</p>



<h4><strong>The Universal Lessons</strong></h4>



<ul><li>Frequent and short “stand-up meetings” kept everyone on task by maintaining the communication pipeline, and was especially important after the pivot to WebGL.&nbsp;</li><li>Quick turnaround times and frequent builds are crucial to getting features implemented, or realizing when features are falling behind early on.</li><li>Having one (or a small set of) standardized software for a task that’s uniform across your time is a valuable boon, especially when it comes to troubleshooting and integration.</li></ul>



<h4><strong>The Specific Lessons</strong></h4>



<ul><li>As time went on, we noticed that we didn’t have <em>all </em>of the roles we needed. Specifically, it would have been helpful to have a designated Quality Assurance team at the start &#8212; a role which was instead adopted by the leadership crew.</li><li>The flexibility of leadership to get hands-on in the project was a strong motivating force for the team, and also enabled us to get an eye on anything that wasn’t working while it was still in development (instead of it going unnoticed until the build date).</li><li>Dedicated “pairs” of team members devoted to a specific task (Sound, UI, Gameplay) encouraged accountability, as the partners drove each other to work and would check in amongst themselves.</li><li>Perforce was a <em>fantastic</em> addition to the software lineup, as it made additions and documentation a breeze.</li></ul>



<h3><strong>IV. The Future of Buggy AllStars</strong></h3>



<p>This semester’s AGS class was an experiment in many ways: timing, organization, and communication — even before the impacts of COVID-19. There were over <em>25 people</em> involved in this project, an interdisciplinary endeavor that brought students, staff, faculty, and alumni together to make it a success.</p>



<p>Even with the pivot and occasional shortcomings, Buggy AllStars <em>was </em>a success. We completed our game, completed all art assets, all core goals (and even some stretch goals) <em>and </em>published a website &#8211; all in the span of one semester… even after a major wrench was thrown into the works!</p>



<p>This is still just the <em>foundation</em> for what is to come! Using the lessons we learned from creating this year’s edition of Buggy AllStars, we can move forward to create an even better version next year! One that builds on the art assets created and design explorations made, pulling it all together into one superstar race!</p>



<p>So, the future is bright for Buggy AllStars, and we look forward to seeing exactly what it holds. Until then, thank you for joining us on this little adventure… and see you next year!<br></p>
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		<title>Week 09 &#8211; Carnival has been cancelled</title>
		<link>https://courses.ideate.cmu.edu/53-472/s2020/?p=475</link>
				<comments>https://courses.ideate.cmu.edu/53-472/s2020/?p=475#respond</comments>
				<pubDate>Thu, 19 Mar 2020 01:35:42 +0000</pubDate>
		<dc:creator><![CDATA[Trento von Lindenberg]]></dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">https://courses.ideate.cmu.edu/53-472/s2020/?p=475</guid>
				<description><![CDATA[Amid COVID-19 concerns, Carnegie Mellon University has had to shift to online-only education, and suspended all in-person classes. In accordance with CDC recommendations, all large gatherings have been cancelled or postponed and with them, Carnival and Sweepstakes. But, even so, Buggy AllStars will go on! In this post: Carnival (and Buggy100) has been postponed Buggy [&#8230;]]]></description>
								<content:encoded><![CDATA[
<p>Amid COVID-19 concerns, Carnegie Mellon University has had to shift to online-only education, and suspended all in-person classes. In accordance with CDC recommendations, all large gatherings have been cancelled or postponed and with them, Carnival and Sweepstakes. </p>



<p>But, even so, <em>Buggy AllStars </em>will go on!</p>



<p>In this post:</p>



<ul><li>Carnival (and Buggy100) has been postponed  </li><li>Buggy AllStars will continue as usual, with some slight modifications<ul><li>Extending deadlines by 1-2 weeks</li></ul></li><li>Certain features will be impacted<ul><li> Temporarily pivoting away from VR </li></ul></li></ul>



<p><em>As of now, I am not sure what we will have to post next week</em>, <em>as CMU works to get everything up and running on Zoom. At worst, there will be a check-in post much like this one. Thank you for your patience, and please stay safe!</em></p>



<span id="more-475"></span>



<h2>Carnival has been postponed</h2>



<p>As you might have noticed, the counter on this site has changed: instead of counting down until Carnival, it is now counting down to the <em>week before the end of the semester.</em> This reflects the changes in our development timeline due to Carnival&#8217;s postponement.</p>



<p>Although there is no official notice on when Carnival will be moved to, it appears that it will not be during this Spring semester &#8212; meaning that the Advanced Game Studio will no longer be developing for the original April 17th deadline.</p>



<p>But, even so, <strong>Buggy AllStars will continue development, and the Advanced Game Studio is still hard at work</strong>!</p>



<h2>Of course, some things will change</h2>



<p>In order to ensure that we can release a functioning game, we&#8217;ve had to come to terms with a few major pivots. For one, <em>Buggy AllStars</em> will <strong>not be a VR game</strong> at the end of this semester. Due to the shift to online-only education and nation-wide social distancing efforts, it would be very difficult to sufficiently playtest and develop a satisfying VR experience (not to mention, potentially unsanitary).</p>



<p>Instead, we are looking at creating an <strong>&#8220;arcade-style&#8221;</strong> release, which will use or re-purpose all of the art and mechanics created so far. In other words, <em>Buggy AllStars</em> will release for PC and not require a VR headset to play. </p>



<p>Additionally, we are looking into building the game using WebGL, a JavaScript API which would allow it to run in a browser, online and without any applications or downloads. That way, the public will still be able to play our game at the end of the semester &#8212; without having to come to CMU or Carnival to do so &#8212; and we would still be able to playtest as usual (more or less). </p>



<p>This arcade-style game will differ from the original VR game in the following ways:</p>



<ul><li>There is <strong>potential to have multiple camera views</strong>, ranging from first-person, to third-person, to a &#8220;cinematic view&#8221; (as in <em>Grand Theft Auto </em>or <em>Red Dead Redemption</em> 2)</li><li>Controls will use <strong>mouse and keyboard</strong> controls, not any special hardware or periphery</li><li><strong>UI will likely be more traditional/non-diegetic, </strong>in terms of how it appears on the screen like a HUD</li><li>The player <strong>may be given more freedom</strong> to drive around the track, making it into <strong>less of a ride</strong> and more of a racing game<ul><li>To what extent this would be is yet to be determined, but it is possible that we will allow small collisions and the possibility to turn around on a track</li></ul></li><li>We <strong>would like to encourage a social media component</strong>, which would have players share their completion times on a platform of their choice to encourage competition</li><li>There will be <strong>no physical setup</strong>, since there won&#8217;t be an event to set up at</li><li>There will be <strong>no spectator view</strong>, although it might get re-purposed in the &#8220;cinematic&#8221; camera view</li></ul>



<p>Of course, this list is not all-encompassing, and we will definitely be running into more nuanced differences in time.</p>



<p>With all that said, I think it&#8217;s important to restate the following:</p>



<h2>Buggy AllStars will continue</h2>



<p>Even though things are changing, this shift to an arcade-style game has another benefit: since first-person controls map well to VR systems, <strong>we can continue development with a smaller team next year, to create the same, virtual reality experience</strong> that we were hoping to accomplish this year. </p>



<p>In any event, we will be working hard to release a product that everyone on the team can be proud of at the end of the semester, and to make that happen:</p>



<h2>We have a new work schedule</h2>



<p>For now, it is important to focus on the constraints we are given, and complete what we can in the time allotted. Even though a lot of assets and mechanics can be re-purposed, we are working in an unprecedented time, and that requires a bit of foresight and caution going forward.</p>



<p>So, instead of the original deadlines, <strong>everything has been shifted 1-2 weeks out</strong>,<strong> </strong>giving the development team more time to work in the above changes, and allowing for the inevitable complications that come with remote work and global events. </p>



<p>Specifically, these are the new deadlines:</p>



<figure class="wp-block-table"><table class=""><tbody><tr><td><strong><span style="text-decoration: underline;">Deliverable</span></strong></td><td><strong><span style="text-decoration: underline;">Date</span></strong></td><td><strong><span style="text-decoration: underline;">Description</span></strong></td></tr><tr><td>Alpha</td><td>March 27th</td><td><strong>Functioning Mouse&amp;Keyboard controls<br>WebGL build</strong><br>Resume playtesting</td></tr><tr><td>Beta</td><td>April 10th</td><td><strong>Playable game with main mechanics<br>Complete race, from start to finish</strong><br><strong>Game states (start menu, pause/end screen)</strong> Early UI<br>Early tutorial</td></tr><tr><td>Final</td><td>April 24th</td><td><strong>Finalized UI and Game States</strong><br>Controls have been tuned</td></tr><tr><td>Post-Polish</td><td>May 1st</td><td>Additional playtesting tweaks<br>Addition of any missing assets<br>Bug fixes</td></tr></tbody></table></figure>



<h2>Looking ahead</h2>



<p>As mentioned earlier, I&#8217;m not entirely certain what we&#8217;ll have to report next week. CMU is going through a tumultuous time right now, and the Advanced Game Studio is no different. Students across the campus are getting used to attending classes and meetings via Zoom, and some students don&#8217;t even have access to their usual computers.</p>



<p>Still, if at all possible, we will have a post up at the usual time explaining the design changes that we will be pursing over the coming semester, how we&#8217;re meeting the challenges imposed on us by the new situation we&#8217;ve found ourselves in, and any other progress that is made in the interim.</p>



<p>Until next time, stay safe out there and see you soon!</p>
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		<title>Week 08 &#8211; Buggy AllStars</title>
		<link>https://courses.ideate.cmu.edu/53-472/s2020/?p=470</link>
				<comments>https://courses.ideate.cmu.edu/53-472/s2020/?p=470#respond</comments>
				<pubDate>Mon, 09 Mar 2020 21:00:00 +0000</pubDate>
		<dc:creator><![CDATA[Trento von Lindenberg]]></dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">https://courses.ideate.cmu.edu/53-472/s2020/?p=470</guid>
				<description><![CDATA[In this post: An inside look at the MoCap sessions, New Branding ideas, A bird&#8217;s-eye view of the Carnival setup, And sounds are in the game! Note: Due to this week being Spring Break, there will not be a dev blog posted next week. We apologize for the inconvenience! Art This week marks the start [&#8230;]]]></description>
								<content:encoded><![CDATA[
<p>In this post:</p>



<ul><li>An inside look at the MoCap sessions,</li><li>New Branding ideas,</li><li>A bird&#8217;s-eye view of the Carnival setup,</li><li>And sounds are in the game!</li></ul>



<p><em>Note: Due to this week being Spring Break, there will not be a dev blog posted next week. We apologize for the inconvenience!</em></p>



<span id="more-470"></span>



<h3>Art</h3>



<p>This week marks the start of Beta production for the Art Team &#8212; that means a focus on polish, layout, texturing, and animations. As you can see from the Gantt Chart below, that means that a lot of the team will be working in parallel to get everything done on time.</p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Art_Gantt_Beta-e1584368844667-1024x471.png" alt="" class="wp-image-512" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Art_Gantt_Beta-e1584368844667-1024x471.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Art_Gantt_Beta-e1584368844667-300x138.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Art_Gantt_Beta-e1584368844667-768x353.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Art_Gantt_Beta-e1584368844667.png 1263w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<p>In other words, since a bulk of the modeling is planned to be completed by this time next week (around March 17th), this period marks a transition away from modeling and towards the final stretch. </p>



<div class="wp-block-media-text alignwide is-image-fill"><figure class="wp-block-media-text__media" style="background-image:url(https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200303_172442-1024x768.jpg);background-position:50% 50%"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200303_172442-1024x768.jpg" alt="" class="wp-image-506" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200303_172442-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200303_172442-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200303_172442-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200303_172442-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200303_172442-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure><div class="wp-block-media-text__content">
<p class="has-medium-font-size">Characters and Animations</p>
</div></div>



<p>This week, our art team got to set foot inside of CMU&#8217;s Motion Capture Lab to get some high-quality animations for the characters in the game. In fact, they received some hands-on experience, with art lead Eric Yu putting on a MoCap suit!</p>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Eric_MoCap-1-768x1024.png" alt="" class="wp-image-490" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Eric_MoCap-1-768x1024.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Eric_MoCap-1-225x300.png 225w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Eric_MoCap-1-1152x1536.png 1152w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Eric_MoCap-1-1536x2048.png 1536w" sizes="(max-width: 768px) 100vw, 768px" /><figcaption><em>Plates happen to be just the right size for a steering wheel!</em></figcaption></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-video"><video controls src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Stop-Buggy.mov"></video><figcaption><em>Stools make for a very good buggy stand-in!</em></figcaption></figure>
</div>
</div>



<p>They recorded a variety of animations that would otherwise have been very difficult to create by hand; things like idle animations for drivers and pushers, or even more unique motions like &#8220;catching&#8221; the buggy at the end of a race!</p>



<p>It&#8217;ll be a few weeks before we actually see these animations in the game, as it will take some time for the recordings to get cleaned up to a point that they could be used.</p>



<blockquote class="wp-block-quote"><p>Special thanks to Justin Macey for his help at the MoCap lab!</p></blockquote>



<div class="wp-block-media-text alignwide is-image-fill"><figure class="wp-block-media-text__media" style="background-image:url(https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_154626-1024x768.jpg);background-position:50% 50%"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_154626-1024x768.jpg" alt="" class="wp-image-502" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_154626-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_154626-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_154626-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_154626-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_154626-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure><div class="wp-block-media-text__content">
<p class="has-medium-font-size">Buggies &#8211; Onto Texturing!</p>
</div></div>



<p>As you might have seen in the headline above, our buggies are almost done! 7 out of 10 have been fully textured, with the rest to come in the following weeks.   </p>



<p>Aside from texturing, the next step for our buggies is (of course) to put them in the game! Fortunately, placeholder buggies already exist, so it&#8217;ll just be a matter of uploading the correct models. From there, our art team will continue to tweak the buggy models as needed, and the programming team will continue to fine-tune their behavior.</p>



<div class="wp-block-media-text alignwide is-image-fill"><figure class="wp-block-media-text__media" style="background-image:url(https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/89217860_3082575925106893_3495297376791298048_n-1024x917.png);background-position:37.89473684210527% 30%"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/89217860_3082575925106893_3495297376791298048_n-1024x917.png" alt="" class="wp-image-472"/></figure><div class="wp-block-media-text__content">
<p class="has-medium-font-size">Environment Art &#8211; Propwork</p>



<p class="has-small-font-size"><em>Pictured: One of the many signs that dot CMU&#8217;s campus, modeled by Sydney Ayers</em></p>
</div></div>



<h3>Design</h3>



<p>The design team had two major tasks this week: one, to start building the branding materials that we could distribute to the public. Two, to flesh out what the physical, Disney experience would look like in terms of floor layout and line management.</p>



<div class="wp-block-media-text alignwide"><figure class="wp-block-media-text__media"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Adela_BuggyBranding-1024x748.png" alt="" class="wp-image-520" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Adela_BuggyBranding-1024x748.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Adela_BuggyBranding-300x219.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Adela_BuggyBranding-768x561.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Adela_BuggyBranding-1536x1122.png 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Adela_BuggyBranding.png 1600w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure><div class="wp-block-media-text__content">
<p class="has-medium-font-size">Branding &#8211; Introducing &#8220;Buggy AllStars&#8221;</p>



<p class="has-small-font-size"><em>Pictured: Logo designs by Adela Kapuscinska</em></p>
</div></div>



<p>First off, let&#8217;s take a look at the efforts of the branding team! After opening a voting poll to the class, the top three choices for a game name were a) Buggy AllStars, b) Buggy100, and c) Buggy VR. Armed with that knowledge, the design team created the title fonts you see above, and the logos you see below!</p>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image"><img src="https://lh3.googleusercontent.com/neOZnKeJJNtkMLc7YWK1ztt2RntqTVfqgtk4JQt9SP1h11rJKraeELk7UxSF8Y4V6wt04AcqlqfxulEdwGwjETQLWwjdAC31cJS2jmqfXWBlg_cahv6EVBGg2LsLspGNkvzH_qsKCzc" alt=""/></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image"><img src="https://lh5.googleusercontent.com/-WPtNqW4ueurQa6MYChvqr_pRbyuAoPjlEazVnOmtS9Qxv7DZyeC76qxFLayGlNT7XO72QXF7iKU0n_N_cePBwyIuE9nNJ5ZY9GOZoa_TjpEayw2CZjGvrquZq5vjmGc11o661LZG5o" alt=""/><figcaption><em>Logo sketches by Nicole Chu</em></figcaption></figure>
</div>
</div>



<p>Of course, these are still just sketches, but after some discussion it was decided that we would go with the name <em>Buggy AllStars </em>for the time being. </p>



<p>So, welcome to Buggy AllStars!</p>



<h4>The Physical Experience</h4>



<p>From the start of this project, we had been aiming to create a physical display that would help the player immerse themselves into the buggy experience. Originally, we had planned for this to happen following a design for the player buggy. </p>



<p>But now, weeks later, we&#8217;ve decided to follow a different approach: instead of drawing a buggy and designing the physical experience to match, it would be better (and easier!) to create a physical <em>layout</em> for the physical build, then draw the buggy around that &#8212; sort of an extension of the inside-out cockpit design from the last week.</p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/image-2-1024x454.png" alt="" class="wp-image-500" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/image-2-1024x454.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/image-2-300x133.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/image-2-768x340.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/image-2.png 1056w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Sketches and design work by Jaeyon Huh</em></figcaption></figure>



<p>To that end, one of our UI/UX designers, Jaeyon Huh, took the time to develop a few different layouts for the physical setup. Shown above are a number of his design sketches, ranging from bare-bones (with just a chair), to a chair and fan, to a full seated configuration.</p>



<p>Jaeyon took then took a few of the designs he had sketched out and refined them a bit further, creating two designs that could be used depending on scope and feasibility:</p>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/image-1024x575.png" alt="" class="wp-image-498" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/image-1024x575.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/image-300x169.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/image-768x431.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/image.png 1061w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>This design is a bit more minimalist</em> <em>and relies on the player&#8217;s imagination, but still hits the main immersion points</em></figcaption></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/image-1-1024x574.png" alt="" class="wp-image-499" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/image-1-1024x574.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/image-1-300x168.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/image-1-768x431.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/image-1.png 1063w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>This design is more involved, and a bit pricier as a result, but is more in-line with what the original ideas were like</em></figcaption></figure>
</div>
</div>



<p>For both of these designs, we&#8217;ve toyed with the idea of using a desk fan in combination with an Arduino, which would change speed in tandem with the player buggy &#8212; making the player <em>feel </em>the wind on their face!</p>



<p>Next up, we have a few views of potential layouts for the physical exhibit. Pictured below is the layout we decided to run with, featuring physical dividers that partitioned the room into two sections. Players will queue up on the rightmost side of the room, where a TV will be set to display content &#8212; either the spectator view of actual gameplay, or a cycling slideshow showcasing the development of the game!</p>



<figure class="wp-block-gallery columns-3 is-cropped"><ul class="blocks-gallery-grid"><li class="blocks-gallery-item"><figure><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA1-1024x644.png" alt="" data-id="530" data-full-url="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA1.png" data-link="https://courses.ideate.cmu.edu/53-472/s2020/?attachment_id=530" class="wp-image-530" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA1-1024x644.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA1-300x189.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA1-768x483.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA1-1536x967.png 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA1.png 1600w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure></li><li class="blocks-gallery-item"><figure><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA2-1024x522.png" alt="" data-id="529" data-full-url="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA2.png" data-link="https://courses.ideate.cmu.edu/53-472/s2020/?attachment_id=529" class="wp-image-529" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA2-1024x522.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA2-300x153.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA2-768x392.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA2-1536x783.png 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA2.png 1600w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure></li><li class="blocks-gallery-item"><figure><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA3-1024x690.png" alt="" data-id="528" data-full-url="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA3.png" data-link="https://courses.ideate.cmu.edu/53-472/s2020/?attachment_id=528" class="wp-image-528" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA3-1024x690.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA3-300x202.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA3-768x517.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA3-1536x1035.png 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseA3.png 1600w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure></li></ul><figcaption class="blocks-gallery-caption"><em>Renders by Jisoo Shon</em></figcaption></figure>



<p>This layout was chosen for a variety of reasons, including the entrance&#8217;s proximity to the Buggy Museum (which would be set up next door), its direction facing the entryway of the building, and the ability to curate the queued players experience.</p>



<p>Below are two other layouts, which had interesting features but were set aside in favor of the previous design.</p>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseB1-1-1024x661.png" alt="" class="wp-image-531" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseB1-1-1024x661.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseB1-1-300x194.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseB1-1-768x496.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseB1-1-1536x992.png 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseB1-1.png 1600w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>This design features a more open layout, encouraging players to come and go freely</em></figcaption></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseC1-1-1024x605.png" alt="" class="wp-image-532" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseC1-1-1024x605.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseC1-1-300x177.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseC1-1-768x454.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseC1-1-1536x907.png 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/ShowcaseC1-1.png 1600w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>This design has two tabling areas, for us to interact with the players and answer questions</em></figcaption></figure>
</div>
</div>



<p>Oh, and speaking of the physical experience, we received something exciting in the mail this week: three USB steering wheels! These wheels are equipped with force-feedback, meaning that (in addition to allowing physical, 1:1 mapping of controls) we can add resistance to the wheel the further the player turns from the center &#8212; making the &#8220;autocorrect&#8221; feature feel even more authentic!</p>



<p>The programming team has been assigned the task of hooking these controllers up to Unity &#8212; more on that as it comes along!</p>



<h3>Sound</h3>



<p>This week was an exciting week for sound, as it marks the first time we got to hear thing in-game! Technical difficulties with FMOD were abundant, but things came together on Friday in the nick of time.</p>



<p>In the video below, you can see (and hear) how the speed of the buggy affects the sound: faster speeds introduce a &#8220;whoosh&#8221; and the rattling of wind, which gradually falls away as you return to normal speed. </p>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio wp-embed-aspect-16-9"><div class="wp-block-embed__wrapper">
<iframe title="Buggy100 - In-Game Sounds (Week 08)" width="500" height="375" src="https://www.youtube.com/embed/nUCBSJNIMtM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div><figcaption><em>FMOD at work in-game, which ties the wind SFX to the speed the buggy is rolling at!</em></figcaption></figure>



<p>Pretty cool, right?</p>



<h3>Gameplay</h3>



<p>Gameplay took a few steps forward today, with placeholder UI up and running (which shows both the mini-map and a speedometer), as well as in-world markers that show the player the &#8220;ideal path&#8221; for their race (the wide blue line on the screen below).</p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_164438-1024x768.jpg" alt="" class="wp-image-504" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_164438-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_164438-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_164438-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_164438-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_164438-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<p>Meanwhile, we got a look at some UI in-game. Seen below, there are two test UI&#8217;s in place: one is fixed in the world, while the other is tied to the player&#8217;s headset. With the code in place, the design/UI team can work with the programming team to test in-game now, instead of the paper prototypes they had been working with before!</p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Screenshot-6-1-1024x464.png" alt="" class="wp-image-523" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Screenshot-6-1-1024x464.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Screenshot-6-1-300x136.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Screenshot-6-1-768x348.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Screenshot-6-1.png 1529w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<p>Next on the list will be to anchor the UI to the cockpits you saw last week, grounding them in the game&#8217;s world.</p>



<h2>Looking Ahead</h2>



<p>The coming week will be spring break (starting today, actually) so things are expected to slow while everyone is away. To counteract that, a small subset of the class met one last time before break to get some work done and set expectations.</p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_154632-1024x768.jpg" alt="" class="wp-image-505" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_154632-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_154632-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_154632-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_154632-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/20200306_154632-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Adrian Biagioli working on the NavMesh for the buggies to race on</em></figcaption></figure>



<p>For the coming weeks, we hope to show the following:</p>



<ul><li>NavMesh</li><li>Hardware Support</li><li>Buggy Designs</li><li>More art and sound!</li></ul>



<p>Lastly, before I sign off, let&#8217;s hear a round of applause for the team and all the work they&#8217;ve done in the last few months:</p>



<figure class="wp-block-audio"><audio controls src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Crowd-test.wav"></audio><figcaption><em>The AGS team clapping and cheering, as recorded by Hannah Gluvna. This soundbyte will be used in-game as part of the crowd&#8217;s victory cheer!</em></figcaption></figure>



<p>See you in a couple of weeks!</p>
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				<enclosure url="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/Stop-Buggy.mov" length="3353020" type="video/quicktime" />
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		<title>Week 07 &#8211; End of Alpha</title>
		<link>https://courses.ideate.cmu.edu/53-472/s2020/?p=457</link>
				<comments>https://courses.ideate.cmu.edu/53-472/s2020/?p=457#respond</comments>
				<pubDate>Fri, 06 Mar 2020 22:00:00 +0000</pubDate>
		<dc:creator><![CDATA[Trento von Lindenberg]]></dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">https://courses.ideate.cmu.edu/53-472/s2020/?p=457</guid>
				<description><![CDATA[Today&#8217;s post will be a short one, as most of this week&#8217;s deliverables are still in the pipeline. In this post: The final buggy model &#8212; done! Trees and (basic) textures! Grayboxed cockpits for the player buggy! The Alpha Art Buggies This week, we&#8217;re proud to show the final buggy in the core lineup: the [&#8230;]]]></description>
								<content:encoded><![CDATA[
<p>Today&#8217;s post will be a short one, as most of this week&#8217;s deliverables are still in the pipeline. </p>



<p>In this post:</p>



<ul><li>The final buggy model &#8212; done!</li><li>Trees and (basic) textures!</li><li>Grayboxed cockpits for the player buggy!</li></ul>



<span id="more-457"></span>



<h2>The Alpha</h2>



<h3>Art</h3>



<h4>Buggies</h4>



<p>This week, we&#8217;re proud to show the final buggy in the core lineup: the 1940, Beta Theta Pi&#8217;s <em>Beta Baby</em>!</p>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image size-large is-resized"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/BetaBaby.png" alt="" class="wp-image-466" width="271" height="192" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/BetaBaby.png 379w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/BetaBaby-300x214.png 300w" sizes="(max-width: 271px) 100vw, 271px" /></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image"><img src="https://lh5.googleusercontent.com/Lrc4j33h9B8zhAIpmxRIZD1gO5vt30NX8-r3UMbGQQU1HUCi4A3dKKLVObfIr5x7oy-0QBUjBHpw4g1E5xS7cPLs7uj_yOSGD2ELXDX4CJuRhwQYLh4pWxVLGZCBL2UWBGmw8NKo" alt=""/></figure>
</div>
</div>



<p>With this model done, we&#8217;ve reached 9 out of 9 of the target models we wanted to have ready by Alpha. From here on, the artists will shift focus to texturing and generating additional art assets to populate the world. </p>



<p>Time permitting, we hope to revisit the buggy roster to add a few more to the game later in development.</p>



<h4>Characters</h4>



<p>This week saw the creation of our final three pusher mascots: James Garrett, Farnam Jahanian, and Anne Witchner!</p>



<figure class="wp-block-gallery columns-3 is-cropped"><ul class="blocks-gallery-grid"><li class="blocks-gallery-item"><figure><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/garrett_documentation-1024x748.png" alt="" data-id="551" data-full-url="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/garrett_documentation.png" data-link="https://courses.ideate.cmu.edu/53-472/s2020/?attachment_id=551" class="wp-image-551" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/garrett_documentation-1024x748.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/garrett_documentation-300x219.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/garrett_documentation-768x561.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/garrett_documentation-1536x1122.png 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/03/garrett_documentation.png 1574w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption class="blocks-gallery-item__caption"><em>James Garrett</em></figcaption></figure></li><li class="blocks-gallery-item"><figure><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/farnamJahanian_documentation_2-1-1024x777.png" alt="" data-id="459" data-full-url="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/farnamJahanian_documentation_2-1.png" data-link="https://courses.ideate.cmu.edu/53-472/s2020/?attachment_id=459" class="wp-image-459" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/farnamJahanian_documentation_2-1-1024x777.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/farnamJahanian_documentation_2-1-300x228.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/farnamJahanian_documentation_2-1-768x583.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/farnamJahanian_documentation_2-1-1536x1166.png 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/farnamJahanian_documentation_2-1.png 1592w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption class="blocks-gallery-item__caption"><em>Farnam Jahanian</em></figcaption></figure></li><li class="blocks-gallery-item"><figure><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/AnneAlpha.png" alt="" data-id="463" data-full-url="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/AnneAlpha.png" data-link="https://courses.ideate.cmu.edu/53-472/s2020/?attachment_id=463" class="wp-image-463" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/AnneAlpha.png 390w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/AnneAlpha-300x265.png 300w" sizes="(max-width: 390px) 100vw, 390px" /><figcaption class="blocks-gallery-item__caption"><em>Anne Witchner</em></figcaption></figure></li></ul></figure>



<p>And up next, we have the models for the AI buggy drivers and the Scotty Mascot:</p>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/DriverAlpha.png" alt="" class="wp-image-464" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/DriverAlpha.png 326w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/DriverAlpha-286x300.png 286w" sizes="(max-width: 326px) 100vw, 326px" /></figure>
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<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/ScottyAlpha-e1584051025390.png" alt="" class="wp-image-465" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/ScottyAlpha-e1584051025390.png 350w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/ScottyAlpha-e1584051025390-300x296.png 300w" sizes="(max-width: 350px) 100vw, 350px" /></figure>
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<p>With the mascot heads and pusher bodies well underway, our character team is gearing up for the beta round of animations and texturing, which will take these characters out of the abstract and into (virtual) reality!</p>



<div class="wp-block-media-text alignwide"><figure class="wp-block-media-text__media"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/EnvironmentAlpha.png" alt="" class="wp-image-460" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/EnvironmentAlpha.png 473w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/EnvironmentAlpha-300x166.png 300w" sizes="(max-width: 473px) 100vw, 473px" /></figure><div class="wp-block-media-text__content">
<h3>Environment Art &#8211; Trees!</h3>



<p><em>Trees modeled by Eric Yu</em></p>
</div></div>



<h4>Grayboxed Cockpits</h4>



<p>While the bulk of the design team is working on either the design and layouts for the physical experience or the game&#8217;s branding, this week was a good time for the art team to start implementing some of the designs that had been iterated through for playtesting.</p>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Buggy100 - Alpha Cockpit Comparisons" width="500" height="281" src="https://www.youtube.com/embed/ODH7fJTF084?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div><figcaption><em>A view of the race track through the two cockpit designs &#8212; grayboxes by Eric Yu</em></figcaption></figure>



<p>Interestingly, the results of playtesting were fairly inconclusive for these two designs &#8212; it will likely be necessary to revisit these tests after adding some textures to the cockpits, and a UI element or two. </p>



<p>Still, putting these cockpits into the game was a valuable experience for the artists and playtesters, as it gave the immediate impression that the player was <strong>in a buggy</strong>, instead of just driving a car.</p>



<h3>Gameplay</h3>



<p>There isn&#8217;t much new to say regarding gameplay this week, as tuning is still a work-in-progress and other features are still in the pipeline.</p>



<p>Spectator view, however, has been implemented &#8212; but, since it requires two machines to run it via a network, we unfortunately do not have an image to showcase it at this time. <s>Please check back in the future for an update to this post!</s> <em>Update 3/18/2020: Due to closures surrounding the COVID-19 pandemic, we were not able to meet in person to take said image</em></p>



<h2>Looking Ahead &#8211; Leading into Beta</h2>



<h3>Bugs in Buggy</h3>



<p>Although not <em>technically</em> a bug, one issue that we&#8217;re currently dealing with is that we do not have a defined end-state to the game&#8230; which means that stuff like this can still happen:</p>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Buggy100 - Alpha Issues" width="500" height="281" src="https://www.youtube.com/embed/lmazrOvYHys?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div><figcaption><em>The game doesn&#8217;t  have an ending </em>just<em> yet, so there are some cases when the player can go off-roading&#8230; not exactly the smoothest experience!</em></figcaption></figure>



<p>So, to get a clearer idea of what that end-state to the game would be, we had one of our artists &#8212; Angelina Shi &#8212; prepare a view of what the ending scenery should look like:</p>



<figure class="wp-block-image"><img src="https://lh6.googleusercontent.com/FS3zVr3bSGCFcvfZqOyJTiBOmzN1bBn6cb3ixB0xjxEcnDPO2_bhELLHVtgBvfAEhVdfzKU4Y8UhxV6A32APwf0ReEpWsr1yiklrROI_EqDF_WoEvGTEaQ7FC00QtyC2rroN7ehQwLg" alt=""/><figcaption><em>A concept art render of what the view of the finish line would be, by Angelina Shi</em></figcaption></figure>



<h3>For Next Week</h3>



<p>Next week, we&#8217;re aiming to have in everything that was mentioned last week but fell short, as well as the following:</p>



<ul><li>Art: progress on the <em>textured</em> buggies and MoCap </li><li>Design updates: Branding and Physical Experience</li><li>As a bonus, a snippet of a recording from the class for use as crowd noise!</li></ul>



<p>See you then!</p>
]]></content:encoded>
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		<title>Week 06</title>
		<link>https://courses.ideate.cmu.edu/53-472/s2020/?p=405</link>
				<comments>https://courses.ideate.cmu.edu/53-472/s2020/?p=405#respond</comments>
				<pubDate>Mon, 24 Feb 2020 22:00:40 +0000</pubDate>
		<dc:creator><![CDATA[Trento von Lindenberg]]></dc:creator>
				<category><![CDATA[Weekly Update]]></category>

		<guid isPermaLink="false">https://courses.ideate.cmu.edu/53-472/s2020/?p=405</guid>
				<description><![CDATA[As mentioned in last week&#8217;s post, the Alpha deliverable is when your game goes from being a simple concept or &#8220;tech demo&#8221; to a real game &#8212; or, at least, something that is starting to look and feel a bit more fun. Even the simplest visual tweak (such as changing from a gray background to [&#8230;]]]></description>
								<content:encoded><![CDATA[
<p>As mentioned in last week&#8217;s post, the Alpha deliverable is when your game goes from being a simple concept or &#8220;tech demo&#8221; to a real <em>game &#8212; </em>or, at least, something that is starting to look and feel a bit more fun. Even the simplest visual tweak (such as changing from a gray background to green hills or a picture of a skyline) can really make things feel different!</p>



<p>In this post, we have:</p>



<ul><li>Pushing animations are in the game!</li><li>Several new buggies</li><li>Ideas for the &#8220;Disney&#8221; side of design</li><li>Goals for the end of Alpha</li></ul>



<p><em>As a head&#8217;s up, next week&#8217;s post (Week 07) will go live a couple of days later than usual, on <span style="text-decoration: underline;">Friday, March 6th.</span></em></p>



<span id="more-405"></span>



<h3>Art</h3>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_142600-1024x768.jpg" alt="" class="wp-image-424" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_142600-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_142600-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_142600-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_142600-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_142600-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>One of our artists &#8212; Vic Naumov &#8212; working on the pusher models</em></figcaption></figure>



<h4>Character Animation</h4>



<p>After getting the running and pushing animation to work together in MotionBuilder &#8212; a 3D animation software by Autodesk that excels in combining two separate animations into one &#8212; we got our first look at the pusher models and their animations in the game:</p>



<figure class="wp-block-video"><video controls muted src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/pushers-test-1.mp4"></video><figcaption><em>Early implementation of our pushers in-game &#8212; although a bit glitch-y, now we can test if the running animation looks realistic or not!</em></figcaption></figure>



<p>With running and pushing now handled, our animation team is looking into creating animations for the more &#8220;unique&#8221; actions in the game. The <em>swish </em>of a flagbearer&#8217;s flag to mark the start of a turn, the stance of a driver as they lean into a tight turn, and driver idle animations are just a handful of examples for what&#8217;s next in the pipeline.</p>



<p>Fortunately, we have access to the use of a &#8220;motion capture&#8221; (or &#8220;mocap&#8221; for short) lab at CMU, which would give the students a chance to record the animations themselves &#8212; much like how a CG movie would use mocap on the big screen!</p>



<h4>Buggy Models</h4>



<p>We have several new buggy models this last week, putting us well on our way to hitting our target for Alpha! Although we hope to include additional buggies in the final release, the Alpha-stage buggies will need to be refined significantly before that call can be made.</p>



<p>So, let&#8217;s kick this off with a fan-favorite: Le Societe Herpolhodique&#8217;s <em>Herpole Hode, </em>otherwise known as <em>The Bathtub</em>!</p>



<div class="wp-block-columns">
<div class="wp-block-column" style="flex-basis:33.33%">
<figure class="wp-block-image"><img src="https://lh3.googleusercontent.com/kTSSnsojf4TWFG49j-xo5QScliawGFNPKYVU8EP_LpfREU9o9l27PQ8gLDyxw4Tj0D7LvE2p6DocKVX7aLcPjwjlb6_fJMHfea50nXlupoeOTMUYtYXSf1rp4MzMuF5dQmXfNrPF7FI" alt=""/></figure>
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<div class="wp-block-column" style="flex-basis:66.66%">
<figure class="wp-block-image"><img src="https://lh6.googleusercontent.com/UpAbmqVCyRrNW0Va4njlSy0lMEppeNLeabC3up6GaKoYojGu8aFMqPNQGxgZkfdi2gvbE612Vm_2TNC6y_gfl3MsaGHvd4QSNxjUxwQBq2x7fU5-JU0_8-8a2KxSPMVkosxjMvGPjd8" alt=""/></figure>
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<p>Additionally, we have the oldest-known photographed (winning) buggy, the 1921 Iota Sigma Delta buggy!</p>



<div class="wp-block-columns">
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<figure class="wp-block-image"><img src="https://lh5.googleusercontent.com/RqShq-aGZtA9KpRaA_aMde_VPmVEMBp5XPawVi93MJg3rt7-yp_P3gpdLidSqXEufYchBHXjmvJB7xHUv6FRkK8mYEF3tEt7AB8qR4xf-OCLFS4trTzY80DqmGH7HxEsbk_B7eFAtEA" alt=""/></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-41.png" alt="" class="wp-image-421" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-41.png 905w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-41-300x157.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-41-768x403.png 768w" sizes="(max-width: 905px) 100vw, 905px" /></figure>
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<p>Next up, Fringe&#8217;s first multi-year buggy, the 1970 <em>Baby Leroy</em>, and CIA&#8217;s first buggy with a dropping pushbar, <em>Stealth!</em></p>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Baby-Leroy.jpg" alt="" class="wp-image-447" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Baby-Leroy.jpg 518w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Baby-Leroy-300x213.jpg 300w" sizes="(max-width: 518px) 100vw, 518px" /><figcaption><em>Fringe&#8217;s Baby Leroy</em></figcaption></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screen-Shot-2020-02-22-at-8.15.20-PM-1024x821.png" alt="" class="wp-image-444" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screen-Shot-2020-02-22-at-8.15.20-PM-1024x821.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screen-Shot-2020-02-22-at-8.15.20-PM-300x240.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screen-Shot-2020-02-22-at-8.15.20-PM-768x616.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screen-Shot-2020-02-22-at-8.15.20-PM.png 1038w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>
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<div class="wp-block-columns">
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<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Stealth.jpg" alt="" class="wp-image-446" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Stealth.jpg 875w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Stealth-300x165.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Stealth-768x422.jpg 768w" sizes="(max-width: 875px) 100vw, 875px" /><figcaption><em>CIA&#8217;s Stealth</em></figcaption></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screen-Shot-2020-02-22-at-8.14.19-PM-1024x729.png" alt="" class="wp-image-445" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screen-Shot-2020-02-22-at-8.14.19-PM-1024x729.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screen-Shot-2020-02-22-at-8.14.19-PM-300x214.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screen-Shot-2020-02-22-at-8.14.19-PM-768x547.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screen-Shot-2020-02-22-at-8.14.19-PM.png 1166w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>
</div>
</div>



<p>Next in the roster, we have this week&#8217;s textured buggy: CIA&#8217;s <em>Ascension</em>!</p>



<div class="wp-block-columns">
<div class="wp-block-column" style="flex-basis:49%">
<figure class="wp-block-image is-resized"><img src="https://lh3.googleusercontent.com/_URn3ox1mTJqXnEU1LDilqhcTkigPHQpI8G5qgZp-RRDpuNbahGN6O2Tw8FbCHRNvCRpqO640TTzOopRNphzUYO4yavd9ufyVrNE6INyDPjkEbzkpbD5XmloG0dcchcNPVC-WIYaNSo" alt="" width="267" height="118"/><figcaption><em>The original </em>Ascension</figcaption></figure>
</div>



<div class="wp-block-column" style="flex-basis:51%">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/beta2.png" alt="" class="wp-image-431" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/beta2.png 1013w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/beta2-300x180.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/beta2-768x460.png 768w" sizes="(max-width: 1013px) 100vw, 1013px" /><figcaption>Ascension: <em>Textured and ready to go!</em></figcaption></figure>
</div>
</div>



<p>And finally, our Art Team had the special privilege of getting into the workshop for the CMU Robotic&#8217;s Club buggy<em> &#8212; Robobuggy &#8212; </em>to take some photos for reference.  </p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_143311-1024x768.jpg" alt="" class="wp-image-425" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_143311-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_143311-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_143311-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_143311-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_143311-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>We got an early preview of the </em>Robobuggy<em> as it&#8217;s being built, snapping a few photos to use as reference for modeling!</em></figcaption></figure>



<p>By special request, <em>Robobuggy </em>will be making an appearance in the game. </p>



<h4>&#8220;Prop&#8221; Assets</h4>



<p>With buggies and buildings well underway and nearing the first pass&#8217; completion, our artists have started to take on the massive list of &#8220;prop&#8221; assets that will add some color and character to our world.</p>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image"><img src="https://lh4.googleusercontent.com/MgQiQuzfF6BtQ7T-YeBF4U6Ty2sFNsTx3MnFfTJTJpmjPo1HCMKCOhjA6zseIYEeoNFcR5kc0kQiMLTdURe2t14K3wP6ZLISaeVfyDLUC7nOlZpF2DYT4kn-nRmYR8dcbUGSFpZk2x0" alt=""/><figcaption><em>A hay bale, by Eric Yu</em></figcaption></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image"><img src="https://lh5.googleusercontent.com/aQXIxTqLh5IvQpz6p_9dbGCpgF62RQZ6VY6fJbwyQkVcFpwoHqq8Z3u846o8yJKuH4MKhz_tvg8dG-VopPJJAwlmRPM40BXvNFo4oYBnsDSn_91patzdxodwIZbsWN0Kh5ZlHvr7tjU" alt=""/><figcaption><em>The hay bales line the chute turn &#8212; safety first! </em></figcaption></figure>
</div>
</div>



<p>Beyond their aesthetic and contextual purposes, props like these help ground the player in space, or add to a sense of speed as these objects fly past their periphery. </p>



<h3>Design</h3>



<p>With UI almost ready for implementation and Carnival less than two months away, the Design team is changing gears to focus on the &#8220;experience&#8221; of the whole event, beyond just the game itself. What will the room we set up in look like? How will we get our players into the right headspace for the game? How are we handling the lines, and what if someone gets nauseous while in the game?</p>



<h4>Content Design</h4>



<p>To answer some of these questions, the Content Design team is looking at <em>Disney</em> rides as a source of inspiration and a master class in how to make something as simple as waiting in line part of the experience.</p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_143326-1024x768.jpg" alt="" class="wp-image-426" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_143326-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_143326-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_143326-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_143326-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_143326-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>The teams working together to help brainstorm the &#8220;Disney&#8221; aspect of the setup</em></figcaption></figure>



<p>The spectator view system will be a large part of that experience, giving players something active to look at while they wait. But that&#8217;s only one possible component, and our design team wants to consider all of the options.</p>



<p>For example, a new idea that was brought up is the possibility of using additional hardware like a <em>Looking Glass</em> to give players an up-close look at the buggies they&#8217;ll race in-game!</p>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image"><img src="https://blog.lookingglassfactory.com/content/images/size/w800/2019/08/intro.gif" alt="Introducing The Looking Glass: A New, Interactive Holographic Display"/><figcaption><a rel="noreferrer noopener" aria-label="The Looking Glass  (opens in a new tab)" href="https://blog.lookingglassfactory.com/announcements/introducing-the-looking-glass-a-new-interactive-holographic-display/" target="_blank">The Looking Glass</a>, <em>a piece of hardware that we can use to showcase our buggies to those waiting in line</em> </figcaption></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image"><img src="https://lh5.googleusercontent.com/hf6zG8vg3SzN84hqyG63gNo7eMZa1eIFoyAry720sESbDwN6DuPCLOzauH8w80rqTshFWf57Nd_dcdOjAXB04Dj86rYxhLybulBwYTCebptvPPqxcBWcf1ZVWAvWhUWTs6cOQARouvc" alt=""/><figcaption><em>A small sketch of what the spectator view&#8217;s idle animation will look like</em></figcaption></figure>
</div>
</div>



<p>The Looking Glass (pictured above) is a piece of hardware that creates holographic, three dimensional models that can be animated and displayed. By setting up one (or two!) of these around the queue of players, we can engage them with more than a simple display.</p>



<h4>UI Design</h4>



<p>Following up on last week&#8217;s playtesting information, the UI team has honed in on one cockpit design that they will continue to develop and implement in game:</p>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/UI-Cockpit1-1024x458.jpg" alt="" class="wp-image-448" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/UI-Cockpit1-1024x458.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/UI-Cockpit1-300x134.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/UI-Cockpit1-768x343.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/UI-Cockpit1-1536x686.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/UI-Cockpit1.jpg 1600w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>One potential cockpit design, with UI overlay overlooking the track</em></figcaption></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/UI-Cockpit2-1024x458.jpg" alt="" class="wp-image-449" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/UI-Cockpit2-1024x458.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/UI-Cockpit2-300x134.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/UI-Cockpit2-768x343.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/UI-Cockpit2-1536x686.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/UI-Cockpit2.jpg 1600w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Same cockpit design, but looking down</em> <em>at the steering wheel</em></figcaption></figure>
</div>
</div>



<p>This design has the benefit of a thin wireframe that helps the player feel like they&#8217;re <em>inside</em> a buggy, without being too claustrophobic for new players. However, testing showed that being closer to the wheel feels better (i.e. faster and more realistic), so the implementation of this design will take that into account: raising the steering wheel to be more consistently in view.</p>



<p>Although this design had a positive response from interview testing, the closed-cockpit still needs to be tested in-game as it might be problematic if and when players decide to move their heads in a way that clips <em>through </em>the model. As a potential solution to that problem, the UI team is also looking at helmet-based UI scheme, with sketches for that coming next week!</p>



<h4>Sound</h4>



<p>With SFX sampled and on their way into the Unity pipeline (after some hiccups getting FMOD to integrate properly), Sound&#8217;s goals for the end of Alpha are to build a sense of auditory<em> immersion</em>. Right now, the game feels empty: the lack of objects and sound gets a little boring, and it doesn&#8217;t make the player <em>feel</em> like they&#8217;re racing down a hill.</p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_152018-1024x768.jpg" alt="" class="wp-image-428" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_152018-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_152018-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_152018-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_152018-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_152018-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Our sound designer &#8212; Hannah Gluvna &#8212; spent this week preparing FMOD to work with Unity. Soon, we&#8217;ll get to hear the sounds of the buggy change with the speed it&#8217;s driving at!</em></figcaption></figure>



<p>So, in the coming week, we aim to have the following sounds in the game:</p>



<ul><li>The sound of the buggy rolling on the track (included in last week&#8217;s post) augmented by the rush of wind when traveling at high speeds</li><li>A slight &#8220;rattle&#8221; for when the player hits a pothole</li><li>Another &#8220;rattle&#8221; for when the player makes sharp turns</li><li>A &#8220;boost&#8221; or whoosh of when when hitting a boost pad</li></ul>



<p>Additionally, the need for voiceover is becoming increasingly relevant: now that players are starting to get an idea of what the game is and where it takes place, they&#8217;re noticing a lack of context for what they&#8217;re doing and why. Plus, voiceover can be notoriously difficult to get right: it can be too cheesy, or not cheesy enough; it can be too loud or too soft; or it could just be poorly timed and needs to be tweaked to fit the rhythm of the game.</p>



<figure class="wp-block-image"><img src="https://lh4.googleusercontent.com/iCi0jbQBncFmBI8VTEFhluVcm0TuM2Z8NqjwprC9fyZhmG_0qZytxhNjoLYpmWPnZLDBvpJ5WgKgmWSc_G_m0yeXSH0yxH08wCmHxaGxzhhZP8l9hNLBFAQMaGtx5yc8Hb3VHZ-04xY" alt=""/><figcaption><em>A basic script of one-liners for us to use as &#8220;scratch vocal</em>s&#8221;</figcaption></figure>



<p>We aim to have our &#8220;scratch&#8221; (or test) recordings done in the coming week, using something like the above script as a guideline, and will implement the relevant lines for testing shortly thereafter.</p>



<h3>Code</h3>



<p>This week, coding effort was focused on tuning the gameplay and mechanics, as well as fixing some bugs that cropped up along the way. </p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/unknown-1024x545.png" alt="" class="wp-image-452" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/unknown-1024x545.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/unknown-300x160.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/unknown-768x409.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/unknown.png 1510w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Adrian Biagioli&#8217;s </em>Toon Shader<em> at work on the terrain </em></figcaption></figure>



<p>However, progress was made on the visual side of things, as you can see by the image above and the video below!</p>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Buggy100 - Early Alpha (Feb 18th, 2020)" width="500" height="281" src="https://www.youtube.com/embed/QHxzD2Bhf4U?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div><figcaption><em>Note the progress from last week: smoother driving, additional detail on the buildings, and the Pittsburgh skyline!</em></figcaption></figure>



<h4>Bugs in <em>Buggy</em></h4>



<p>As is always the case when introducing new features, we came across a few  small bugs that had the potential to cause larger problems down the line. </p>



<p>Fortunately, our programming task force is on the job, and are on their way to settling these issues:</p>



<ul><li>Visual glitch on the buggy steering wheel, similar to distorted/lagging frame rate &#8212; <strong>Squashed!</strong></li><li>Player can still &#8220;spin out&#8221; when bumping into boundaries &#8212; A work-in-progress, but this is <strong>just a matter of tuning!</strong></li></ul>



<h2>Looking Ahead</h2>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_152549-1024x768.jpg" alt="" class="wp-image-427" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_152549-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_152549-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_152549-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_152549-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200221_152549-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>One week until the end of alpha &#8212; no time to lose!</em></figcaption></figure>



<h3>Next week&#8217;s goals</h3>



<p>Although this week saw some progress in terms of visuals and design, it was largely setting the groundwork for the week to come. The final collection of preliminary art assets, sound, and design concepts that make up Alpha will largely make their appearance by the end of next week.</p>



<p>For some highlights, we hope to have the following in game next week:</p>



<ul><li>Spectator view up and running</li><li>Props/Trees to give a sense of space</li><li>Shaders on the terrain and various objects</li><li>A design for the &#8220;Disney&#8221; side of things</li><li>Sound for various elements in the game</li></ul>



<p>See you next week!</p>
]]></content:encoded>
							<wfw:commentRss>https://courses.ideate.cmu.edu/53-472/s2020/?feed=rss2&#038;p=405</wfw:commentRss>
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				<enclosure url="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/pushers-test-1.mp4" length="6323685" type="video/mp4" />
			</item>
		<item>
		<title>Week 05 &#8211; Into Alpha</title>
		<link>https://courses.ideate.cmu.edu/53-472/s2020/?p=205</link>
				<comments>https://courses.ideate.cmu.edu/53-472/s2020/?p=205#respond</comments>
				<pubDate>Mon, 17 Feb 2020 22:00:41 +0000</pubDate>
		<dc:creator><![CDATA[Trento von Lindenberg]]></dc:creator>
				<category><![CDATA[Weekly Update]]></category>

		<guid isPermaLink="false">https://courses.ideate.cmu.edu/53-472/s2020/?p=205</guid>
				<description><![CDATA[In this post: Art progress Design Ideas for the Player Buggy&#8217;s Cockpit A sneak peek at Sound Free Drive has been implemented! Progress Art Buggy Art This week, the in-game buggies improved by leaps and bounds: in addition to a slew of new models, we also saw old models improved with the addition of textures [&#8230;]]]></description>
								<content:encoded><![CDATA[
<p>In this post:</p>



<ul><li>Art progress</li><li>Design Ideas for the Player Buggy&#8217;s Cockpit</li><li>A sneak peek at Sound</li><li>Free Drive has been implemented!</li></ul>



<span id="more-205"></span>



<h2>Progress</h2>



<h3>Art</h3>



<h4>Buggy Art</h4>



<p>This week, the in-game buggies improved by leaps and bounds: in addition to a slew of new models, we also saw old models improved with the addition of textures and shading!</p>



<p>For example, here we have the Keg; seen just last week as an untextured, grey model, it is now completely textured, shaded, and ready to be put in the game!</p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-36.png" alt="" class="wp-image-338" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-36.png 1008w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-36-300x114.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-36-768x291.png 768w" sizes="(max-width: 1008px) 100vw, 1008px" /><figcaption>The Keg, <em>fully textured and ready to ride!</em></figcaption></figure>



<p>Meanwhile, this week&#8217;s new buggy was the <em>Pi Kappa Alpha </em>buggy from 1946, which is reportedly the first &#8220;torpedo-shaped&#8221; buggy! For that reason, we selected it as one of the representative buggies for <em>Buggy100.</em></p>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-28.png" alt="" class="wp-image-284" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-28.png 824w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-28-300x225.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-28-768x575.png 768w" sizes="(max-width: 824px) 100vw, 824px" /></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image"><img src="https://lh3.googleusercontent.com/AKah3I2ng-mbfjPu3E3ZwfAoi505pTNB2k63TxwXkmCp2cWCRZMxEwBuje9hELnFwqtob7LC_OmLzeKWeO_InDYvjpuGkLbgY25cmAdSYJvDclghZ7Bi4Ml3bJNNjCqsvAllA-le" alt=""/><figcaption><em>The original PiKA buggy</em>, <em>from 1946</em></figcaption></figure>
</div>
</div>



<p>Although the model is still a work-in-progress (it still needs the paint job and textures of the original, for example), you can see how closely it resembles the original in the pictures above!</p>



<p>But, that&#8217;s not all&#8230; as an unexpected bonus, our artists got started on another popular contender for the <em>Buggy100</em> all-star race: The Fish!</p>



<figure class="wp-block-image size-large is-resized"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-37.png" alt="" class="wp-image-340" width="548" height="305" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-37.png 526w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-37-300x167.png 300w" sizes="(max-width: 548px) 100vw, 548px" /><figcaption><em>The Fish, as of 2/14/2020</em></figcaption></figure>



<h4>Character Art</h4>



<figure class="wp-block-image size-large is-resized"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-35.png" alt="" class="wp-image-337" width="548" height="299" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-35.png 493w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-35-300x164.png 300w" sizes="(max-width: 548px) 100vw, 548px" /><figcaption><em>The Scotty Dog Mascot head in all its glory</em>, <em>ready to be used as a pusher in the game</em></figcaption></figure>



<h4>Environment Art</h4>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-33.png" alt="" class="wp-image-335" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-33.png 558w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-33-300x166.png 300w" sizes="(max-width: 558px) 100vw, 558px" /><figcaption>Malice <em>and </em>The Keg &#8212; <em>fully textured and posed outside of one of our test-buildings!</em></figcaption></figure>



<p>With the results of last week&#8217;s shader testing underway, we&#8217;re now getting an idea of what the final game <em>might</em> end up looking like. Although a lot may still be changed between now and Beta, it&#8217;s giving us a much clearer picture than what we had with just grey boxes!</p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-34.png" alt="" class="wp-image-336" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-34.png 524w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-34-300x173.png 300w" sizes="(max-width: 524px) 100vw, 524px" /><figcaption><em>A ground view of campus, from </em>The Fence<em> to the Morewood Corridor</em></figcaption></figure>



<p>For now, we have the campus laid out with models on their way, and so the shaders and textures from the previous image haven&#8217;t been applied just yet. That will be coming soon, likely in the Beta builds!</p>



<p>Interestingly, although the Hunt Library building already had a model in-game (thanks to resources provided to us from another class), it was not rendering properly in the VR view. A few theories were thrown around (including the possibility that our laptops&#8217; graphic cards were failing), but the likely conclusion was that the model was simply too high-poly.</p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-38.png" alt="" class="wp-image-341" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-38.png 539w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-38-300x183.png 300w" sizes="(max-width: 539px) 100vw, 539px" /><figcaption><em>A new and improved Hunt Library</em></figcaption></figure>



<p>So, the above model was re-designed with fewer polys, in the hopes that it will be more VR-friendly. </p>



<h3>Design</h3>



<p>Last week, we saw the results of the UI subteam&#8217;s research into possible control schemes, but with mechanics and controls now decided the Design Team has fully turned towards implementing the User Interface.</p>



<p>Designing UI is no simple task, and it will take a number of passes through each of the teams before the final product is made:</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/UI-Design-Flow.png" alt="" class="wp-image-259" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/UI-Design-Flow.png 312w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/UI-Design-Flow-154x300.png 154w" sizes="(max-width: 312px) 100vw, 312px" /><figcaption><em>A simple flowchart detailing the pipeline for UI development</em></figcaption></figure></div>



<p>One question that came up during last week&#8217;s rounds of UI design was &#8220;how will it integrate with the buggy&#8217;s cockpit?&#8221; </p>



<p>To answer that question, the Design Team drafted a series of potential cockpit designs, with large frames, small frames, and everything in between. There&#8217;s also a healthy mix of diegetic (in-world) and non-diegetic UI to be seen. </p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-23.png" alt="" class="wp-image-273" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-23.png 716w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-23-300x193.png 300w" sizes="(max-width: 716px) 100vw, 716px" /><figcaption><em>Cockpit concept sketches, by Eric Yu</em></figcaption></figure>



<p>Another benefit to designing the cockpit and UI design now is that it can encourage an &#8220;inside-out&#8221; design for the player buggy. </p>



<p>Instead of drawing and detailing a buggy design first &#8212; then shoehorning controls and UI to match it &#8212; we can create an optimal UI design now, then build an aesthetically pleasing &#8220;shell&#8221; around it. This ensures that the mechanics look and feel good, without sacrificing any visual qualities. </p>



<p>In the coming weeks, the Art Team will be working on creating 3D models to represent some of these cockpit designs and collaborate with the programming team to generate a UI overlay for testing.</p>



<h3>Sound</h3>



<p>Over the last several weeks, our sound designer has been hard at work researching <em>Sweepstakes</em> videos (and even attended some of the weekend rolls) to build a library of sounds to use in the game.</p>



<p>Although said sound library is still a work-in-progress and won&#8217;t be in the game for a few weeks yet, here&#8217;s a small sample of what the buggy&#8217;s ambient &#8220;rolling&#8221; sound will be!</p>



<figure class="wp-block-audio"><audio controls src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/buggy-rolling.mp3"></audio><figcaption><em>A short SFX clip for the sound that the player buggy will make when it&#8217;s rolling &#8212; made from the recording of a skateboard&#8217;s wheels!</em></figcaption></figure>



<h3>Code</h3>



<p>Last, but certainly not least, the programming team has been hard at work this week trying to make up for lost time after the pivot to free-drive. </p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200212_180552-1024x768.jpg" alt="" class="wp-image-298" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200212_180552-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200212_180552-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200212_180552-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200212_180552-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200212_180552-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Eric Yu running through the new Free Drive prototype</em></figcaption></figure>



<p>After the leadership team made the decision to focus on the steering wheel as our primary control scheme, the major bugs with it were ironed out and the on-the-rails system for the player was disabled. However, the work was not lost, as the AI racers that drive the other buggy will still be following the old track!</p>



<h4>Free Drive</h4>



<figure class="wp-block-video"><video controls src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Untitled.mov"></video><figcaption><em>Status of the prototype as of 2/13/2020, showing a short segment from the start of the race</em> <strong>(without Course-Correction)</strong></figcaption></figure>



<h4>Course-Correction</h4>



<p>A major concern with giving the player full freedom to turn and drive around the course was that it would be almost impossible to control the player&#8217;s actions &#8212; what if they turned around, or crashed into a wall? With the pivot to free drive, we had to create a way to keep the player on-course and solve those issues, while still giving them enough leeway to feel in-control.</p>



<p>Fortunately, our programmers discovered a solution! By using a modification of the original rail the player was using, they could have the player&#8217;s buggy &#8220;course-correct&#8221; back to the center of the track whenever they strayed too far.</p>



<figure class="wp-block-video"><video controls src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Early_Alpha_Course-Correction_Demo.mp4"></video><figcaption><em>Notice how the player does not touch the controls at all, but the buggy slowly drifts back to center after each turn</em></figcaption></figure>



<p>Although this early implementation is still rough and a bit slow, future iterations are expected to react proportionally to the player&#8217;s distance from center and even provide haptic feedback to the player&#8217;s controller.</p>



<h2>Looking Ahead</h2>



<p>With two weeks to go until Alpha, things are really heating up! Our goal for Alpha is to have as many environment assets in as possible &#8212; including buildings and things like trees, hay bales, and other objects &#8212; get controls to feel smooth, plus have SFX and Voiceover making appearances.</p>



<p>For the coming week,</p>



<ul><li>We hope to put our game in front of a buggy driver, to see how they feel about the direction of the game</li><li>The Design team will have layouts for the UI that can be tested and iterated upon</li><li><em>Concept sketches for the player buggy</em></li></ul>



<p>See you next week!</p>
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				<enclosure url="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/buggy-rolling.mp3" length="63111" type="audio/mpeg" />
<enclosure url="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Untitled.mov" length="13507008" type="video/quicktime" />
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			</item>
		<item>
		<title>On Playtesting</title>
		<link>https://courses.ideate.cmu.edu/53-472/s2020/?p=201</link>
				<comments>https://courses.ideate.cmu.edu/53-472/s2020/?p=201#respond</comments>
				<pubDate>Fri, 14 Feb 2020 22:00:00 +0000</pubDate>
		<dc:creator><![CDATA[Trento von Lindenberg]]></dc:creator>
				<category><![CDATA[Deep Dive]]></category>

		<guid isPermaLink="false">https://courses.ideate.cmu.edu/53-472/s2020/?p=201</guid>
				<description><![CDATA[&#8220;Playtesting&#8221; is something that has come up quite a bit in a number of the latest posts, and for good reason: it&#8217;s a crucial part of any design process, and game design is no different! Today, we&#8217;ll take a look at what Playtesting is, and what the Buggy100 team has been doing lately at their [&#8230;]]]></description>
								<content:encoded><![CDATA[
<p>&#8220;Playtesting&#8221; is something that has come up quite a bit in a number of the latest posts, and for good reason: it&#8217;s a crucial part of any design process, and game design is no different! Today, we&#8217;ll take a look at what Playtesting is, and what the <em>Buggy100 </em>team has been doing lately at their playtests.</p>



<p>In this post:</p>



<ul><li> The Importance of Playtesting <ul><li>What is Playtesting?</li><li>Goals for <em>Buggy100</em></li></ul></li><li>How do we Playtest?<ul><li>Our Protocol</li></ul><ul><li>Equipment</li></ul></li><li>Results so Far</li></ul>



<span id="more-201"></span>



<h2>The Importance of Playtesting</h2>



<blockquote class="wp-block-quote has-text-align-center"><p><em>You are cordially invited</em><br><em>To tell me why I suck</em><br><em>Bring a friend &#8212; Refreshments served</em></p><cite><em>&#8211; Jesse Schell on Playtesting, from </em>The Art of Game Design</cite></blockquote>



<p>In many cases, playtesting is a vulnerable experience for game designers. You&#8217;re taking something you&#8217;ve worked hard on and love, and asking people to tell you why it isn&#8217;t fun. But hard as it may be, playtesting is part of the design loop and the more you do it, the better your game will be!</p>



<p>But what exactly is &#8220;playtesting,&#8221; and what does it do for us?</p>



<h3>What is &#8220;Playtesting?&#8221;</h3>



<p>Playtesting, as defined by Jesse Schell, is the act of &#8220;getting people to come play your game to see if it engenders the experience for which it was designed.&#8221;<strong> </strong>In other words, it is <strong>how we test our game to see if expectations and assumptions hold. </strong></p>



<p>In its simplest form, Playtesting just involves putting a player down in front of your game, and asking them to play it for you. They tell you what they think, maybe reveal a bug or two, and you walk away knowing a little bit more about how your intended audience feels about your work.</p>



<p>But playtests take a variety of shapes over the course of a development cycle (according to <a href="https://fundamentals.etc.cmu.edu/wp-content/uploads/2016/09/Playtesting-Sept-19-2016.pdf" target="_blank" rel="noreferrer noopener" aria-label="this talk (opens in a new tab)">this talk</a> from the ETC):</p>



<p>In the beginning, playtests are a form of <strong>exploration</strong> &#8212; you don&#8217;t know what questions you need to ask yet, so you playtest your own game to find out what you&#8217;re missing. It&#8217;s the process of building <strong>expectations.</strong></p>



<p>Once you have a prototype, you start to <strong>refine </strong>your game &#8212; you can &#8220;tune&#8221; mechanics to make the game feel better, or smoother, and start to see if your expectations from before hold up. This is also when you can start asking more pointed feedback from your players.</p>



<p>Finally, when you&#8217;re out of prototyping and continue to test your game in its Alpha, Beta, or even Final stages, you start to <strong>&#8220;prove&#8221; </strong>your work to others &#8212; the playtests become an affirmation that what you&#8217;ve worked and iterated on reaches your goals in the intended way.</p>



<h3>Benefits of Playtesting</h3>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/IMG_1074-1-1024x587.jpg" alt="" class="wp-image-384" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/IMG_1074-1-1024x587.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/IMG_1074-1-300x172.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/IMG_1074-1-768x440.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/IMG_1074-1-1536x881.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/IMG_1074-1.jpg 1557w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Slide from the </em>Entertainment Technology Center&#8217;s<em> presentation on the fundamentals of playtesting</em></figcaption></figure>



<p>We&#8217;ve said a lot about how playtesting is a valuable part of the game design experience, but we haven&#8217;t covered <em>why</em> that is yet. Here are just a few benefits that come with playtesting (again, from <a rel="noreferrer noopener" aria-label="this talk  (opens in a new tab)" href="https://fundamentals.etc.cmu.edu/wp-content/uploads/2016/09/Playtesting-Sept-19-2016.pdf" target="_blank">this talk</a> at the ETC):</p>



<p>Playtesting helps you&#8230;</p>



<ul><li><strong>Make a better game </strong>by identifying flaws and problems you didn&#8217;t know you had. This can include bugs, accessibility issues, or design problems.</li><li><strong>Test your assumptions</strong> about aesthetics, mechanics, and your audience.</li><li><strong>Make decisions</strong> &#8212; sometimes, you&#8217;ll hit a wall in designing some theoretical feature. In those cases, it&#8217;s often faster to just slap together a quick prototype and actually test it with your users.</li><li><strong>Save time</strong> by identifying features that players aren&#8217;t interested in. One of the worst things you can do to your pipeline is spend months developing a feature, just to find out that players dislike it on release.</li><li><strong>Build an audience</strong> of people who are interested in seeing your game at completion.</li><li><strong>Build a valuable skill set </strong>that is used across this industry (and many others)!</li></ul>



<h2>How do <em>we </em>Playtest?</h2>



<p>At all playtests, we require there to be at least <em>three </em>people from the class attending &#8212; this is considered the minimum ideal staffing. </p>



<p>Why three, you ask? Well, each person is given a defined role that helps the session go smoothly, which are as follows:</p>



<div class="wp-block-columns">
<div class="wp-block-column" style="flex-basis:33%">
<figure class="wp-block-image is-resized"><img src="https://lh5.googleusercontent.com/K_1CqmubZ7gdVYuQaH06I-50ci3K-V6Q6EtTTw_0Cz4f0o76VCJk2s6zJQ9fTARgU-yLuSk2Q1qmFCAd4ZadHcV8Q_FIoHgAMQIdsVA2-bdCv1v4hySYV1FfAGQuNpvgn7MXgGTHTCA" alt="" width="311" height="162"/></figure>
</div>



<div class="wp-block-column" style="flex-basis:67%">
<h4>The Technician</h4>



<p>The Technician is responsible for running the computer at each playtesting session &#8212; sometimes, that might just mean hitting &#8220;Play&#8221;, or changing a value for The Designer. Other times, though, that means fixing any game-breaking bugs that are revealed during playtesting.</p>
</div>
</div>



<div class="wp-block-columns">
<div class="wp-block-column" style="flex-basis:66.66%">
<h4>The Wrangler</h4>



<p>All manner of players can show up at a playtesting session: from VR experts to &#8220;naive guests&#8221; that have never touched a game console before. In either case, a person in VR is very vulnerable to what is happening in the real world: they could trip on the cable connecting them to the computer, or run straight into a wall. The Wrangler&#8217;s job is to keep the player safe, and monitor their surroundings at all times</p>
</div>



<div class="wp-block-column" style="flex-basis:33.33%">
<figure class="wp-block-image is-resized"><img src="https://lh3.googleusercontent.com/60X1Umh3E8xeiZiDmli9zJ9f1hsonNsXQZCR65mOt_OzE3Rqi4ARTmz31lKpn8maPULsqkp1WBRgLisalrJISFWA_N9iEG49owqwzh72sNKuq54IpNViGaB21AuAP1h0CsaCzf2DWzE" alt="" width="370" height="207"/></figure>
</div>
</div>



<div class="wp-block-columns">
<div class="wp-block-column" style="flex-basis:33.33%">
<figure class="wp-block-image"><img src="https://lh6.googleusercontent.com/nX-dkgK0DDxUbOBmAib5f5vth4MPcuW7MPInVThErw5-qY2tiM-zxB3Ldd332M8pmZ1S7hNdHhAfGJZ3diHh6S3cod_ENpvKgS4soIiDsoqqO5pM4WupusiYfPDRWDsIBr9Kag5hHNE" alt="Brownboxing"/></figure>
</div>



<div class="wp-block-column" style="flex-basis:66.66%">
<h4>The Designer</h4>



<p>Sometimes, playtesting sessions have to run a little bit like a game of <em>Dungeons and Dragons</em>, where one person has to guide the player through the game with their words. The Designer is responsible for giving the player context that might not yet exist in-game, and interview the player as the session progresses.</p>
</div>
</div>



<p>As you can tell, each of these roles is incredibly important, and while it <em>is</em> possible for one person to do each thing, it is much better to have one person handling each task (for the sake of the player and the quality of the feedback). </p>



<h3>Playtesting in Practice</h3>



<p>When we hold our playtests, we&#8217;re looking to answer a variety of questions centered around our design decisions: How does the game feel? How does it look? Do things do what the player expects them to do?</p>



<p>Of course, we can get these answers by asking the player questions directly (and that questionnaire is covered in the next section below), but sometimes the best thing a playtester can do is just be quiet and observe.</p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-39-1024x566.png" alt="" class="wp-image-355" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-39-1024x566.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-39-300x166.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-39-768x425.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-39.png 1280w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>In this photo, you can see that the player is engaged and interacting with the world, even</em> <em>going so far as to lean into turns</em></figcaption></figure>



<p>For example, sometimes a player won&#8217;t know exactly how to answer certain questions, especially regarding how things feel. In those cases, body language is your best sign. If the player is engaged and actively interacting with the world (like in the above image), then that&#8217;s a good sign! </p>



<p>In other cases, you&#8217;ll often find that playtesters ask a lot of questions when they&#8217;re playing, especially in early stages. A good Designer/Playtester knows when to answer these questions, and when to stay silent and observe; if you answer too many of their questions, after all, you won&#8217;t get to see how they figure out the problem!</p>



<h3>Goals and Big Questions for <em>Buggy100</em></h3>



<p class="has-text-align-left"><a href="https://docs.google.com/document/d/1h-v8k6y9AYCsGJK_K9jE000grFOdAwNeaVj_3RBJLH8/edit?usp=sharing">You can read the detailed questionnaire that the Playtesting Team drafted here (Updated 2/7/2020)</a></p>



<p>Now that we&#8217;ve covered everything to do with how playtesting works, let&#8217;s talk a bit about what we&#8217;ve been asking our players these last few weeks. Since the prototype is all about testing your <em>core mechanics</em>, we focused on the following topics:</p>



<ul><li>Of the three available control schemes, <strong>which controls feel the best? Which are most intuitive?</strong></li><li>Of the two existing map types, <strong>which feels the most fluid? Does either one take too long or get boring?</strong></li></ul>



<p>The specifics of each feature have been covered in previous posts &#8212; See Weeks 03 and 04 &#8212; but here&#8217;s a short recap:</p>



<h3>Control Schemes</h3>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-14.png" alt="" class="wp-image-230" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-14.png 558w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-14-300x206.png 300w" sizes="(max-width: 558px) 100vw, 558px" /><figcaption><em>Bike Handlebars</em></figcaption></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-15.png" alt="" class="wp-image-231" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-15.png 874w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-15-300x223.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-15-768x570.png 768w" sizes="(max-width: 874px) 100vw, 874px" /><figcaption><em>Levers</em></figcaption></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-16.png" alt="" class="wp-image-232" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-16.png 909w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-16-300x195.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-16-768x500.png 768w" sizes="(max-width: 909px) 100vw, 909px" /><figcaption><em>Steering Wheel</em></figcaption></figure>
</div>
</div>



<ul><li><strong>Handlebars:</strong> Player grabs both handles with the controllers, and turns it like a bike to control the buggy.</li><li><strong>Levers:</strong> Each lever functions as a &#8220;brake&#8221; for that side, so pulling back on the left causes the buggy to drift left, and pulling on the right causes the buggy to drift right. Pulling both causes it to brake.</li><li><strong>Steering Wheel:</strong> Functions like a normal car steering wheel &#8212; rotating counter-clockwise turns left, clockwise turns right.</li></ul>



<h3>Map Types</h3>



<p>A major question for the design and art team has to do with the relative size of the map: do we keep everything at a 1:1 scale, or is does that make the uphill too long? If we stretch out the freeroll portion of the track to smooth out the curves, how does that affect the shape of the buildings? Do players feel like the race is too long, or is it not long enough?</p>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-22-1024x536.png" alt="This image has an empty alt attribute; its file name is image-22-1024x536.png"/><figcaption><em>The &#8220;Regular&#8221; mesh, a 1:1 scale recreation of the track and its environments, as they really are</em></figcaption></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-21-1024x521.png" alt="This image has an empty alt attribute; its file name is image-21-1024x521.png"/><figcaption><em>The &#8220;U-Shaped&#8221; mesh, characterized by smoother turns and a shorter backhills section</em></figcaption></figure>
</div>
</div>



<p>To answer those questions, we generated the two map types above. On the left is the 1:1 scale map, and on the right is a &#8220;U-Shaped&#8221; map. We ran each player through each of these, and their responses gave us the information we needed to know. </p>



<h2>Results so Far</h2>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_145950-1-1024x768.jpg" alt="" class="wp-image-295" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_145950-1-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_145950-1-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_145950-1-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_145950-1-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_145950-1-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>
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<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_152310-1024x768.jpg" alt="" class="wp-image-359" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_152310-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_152310-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_152310-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_152310-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_152310-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_150925-1024x768.jpg" alt="" class="wp-image-361" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_150925-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_150925-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_150925-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_150925-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_150925-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>
</div>
</div>



<ul><li><strong>On-the-rails motion does not feel good</strong> &#8212; Players expected to have freedom and control when they drive, and the realization that they didn&#8217;t have that control quickly broke their immersion.</li><li><strong>Different players had different control preferences, </strong>but the steering wheel was the most intuitive from the start.</li><li><strong>There was no preference between either the U-Shaped or &#8220;Regular&#8221; 1:1 Scale Map</strong> &#8212; In fact, most players didn&#8217;t notice the difference.</li><li><strong>No one reported feeling any nausea during normal gameplay </strong>&#8212; &#8220;Normal,&#8221; in this case, referring to a bug-free playthrough. </li></ul>



<p>Although playtesting sessions will often answer the questions you had originally set out to solve, they also have a funny way of bringing out unexpected feedback that make you rethink your original assumptions.</p>



<p>Take the first bullet above, for example. From the start of the development, we had been planning on implementing a form of &#8220;on-the-rails&#8221; driving system. Turning the handlebars, levers, or steering wheels wouldn&#8217;t actually <em>turn </em>the buggy &#8212; it would just make the player &#8220;strafe&#8221; from side to side on a track.</p>



<p>We designed the prototype that way believing that staying &#8220;on-rails&#8221; would reduce the chance for nausea and discomfort, with an added bonus: if the player doesn&#8217;t have complete control, we wouldn&#8217;t have to worry about what would happen if they turn around and drive backwards!</p>



<p>But across the board, our players kept saying that the strafing motion just &#8220;didn&#8217;t feel right.&#8221; In fact, one player effectively stopped playing once he realized he was on-rails &#8212; that realization took the fun out of the game for him!</p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-40-1024x606.png" alt="" class="wp-image-356" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-40-1024x606.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-40-300x177.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-40-768x454.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-40.png 1173w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Notice that the player&#8217;s hands are just resting in his lap now, instead of actively reaching for  the controls</em></figcaption></figure>



<p>When your players have such a strong reaction to a feature in your game, that&#8217;s a good sign that it&#8217;s time to pivot. Which brings us to the last stage of any playtesting session:</p>



<h2>Responding to Feedback</h2>



<p>After collecting the data and responses from your players, it&#8217;s important to really dissect what their answers mean, and think about how you&#8217;ll integrate their feedback into your design.</p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/DrawingBoard-1024x604.jpg" alt="" class="wp-image-369" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/DrawingBoard-1024x604.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/DrawingBoard-300x177.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/DrawingBoard-768x453.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/DrawingBoard-1536x907.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/DrawingBoard-2048x1209.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Back to the drawing board</em></figcaption></figure>



<p>Since players had such a strong response to being on-rails, the Leadership Team had to revisit the decision to limit the player&#8217;s freedom-of-movement. At the moment, <em>Buggy100</em> is much more of an &#8220;experience with game elements&#8221; rather than a full on game, a distinction that was causing frustrations.</p>



<p>So, we decided to pivot and implement a new driving system: &#8220;Free Drive&#8221;. In this system, the rails for the player are (almost completely) removed, and now serve more as a guidance system rather than a rule. The player can now turn as they wish on the track, and the rail system only kicks in when they approach the boundary of the track &#8212; gently guiding them back towards the center to prevent a crash.</p>



<h3>Future Testing</h3>



<p>Although we still don&#8217;t want to give the player full control, or else we&#8217;d have to figure out what to do if the player went backwards on the track, so far this new system felt much better to our players and will be a subject of much future testing</p>



<p>And sometimes, there&#8217;s more to playtesting than testing the gameplay itself. Playtests are a great time to get feedback on stuff like branding, aesthetic style, and even slogans. So, the Playtesting Team will be polling players for their thoughts on those aspects, as well as testing the new mechanics.</p>
]]></content:encoded>
							<wfw:commentRss>https://courses.ideate.cmu.edu/53-472/s2020/?feed=rss2&#038;p=201</wfw:commentRss>
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		<item>
		<title>Week 04 &#8211; Wrapping up the Prototype</title>
		<link>https://courses.ideate.cmu.edu/53-472/s2020/?p=203</link>
				<comments>https://courses.ideate.cmu.edu/53-472/s2020/?p=203#respond</comments>
				<pubDate>Mon, 10 Feb 2020 22:00:00 +0000</pubDate>
		<dc:creator><![CDATA[Trento von Lindenberg]]></dc:creator>
				<category><![CDATA[Weekly Update]]></category>

		<guid isPermaLink="false">https://courses.ideate.cmu.edu/53-472/s2020/?p=203</guid>
				<description><![CDATA[With this week, our Prototype draws to a close and the team starts to look ahead to the Alpha deadline. Many of our design questions have been answered, but now new ones come to light. Specifically: is Buggy100 a game, or an experience? In this post: Art Progress Design Updates Looking Forward to Alpha This [&#8230;]]]></description>
								<content:encoded><![CDATA[
<p>With this week, our Prototype draws to a close and the team starts to look ahead to the Alpha deadline. Many of our design questions have been answered, but now new ones come to light. Specifically: is <em>Buggy100</em> a game, or an experience?</p>



<p>In this post:</p>



<ul><li>Art Progress</li><li>Design Updates</li><li>Looking Forward to Alpha</li></ul>



<span id="more-203"></span>



<h2>This Week&#8217;s Progress</h2>



<h3>Art</h3>



<h4>Game Elements</h4>



<div class="wp-block-columns">
<div class="wp-block-column" style="flex-basis:27%">
<figure class="wp-block-image size-large is-resized"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/speed_ramp-1.png" alt="" class="wp-image-237" width="162" height="323" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/speed_ramp-1.png 512w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/speed_ramp-1-150x300.png 150w" sizes="(max-width: 162px) 100vw, 162px" /><figcaption><em>An icon for the &#8220;speed boost&#8221;</em></figcaption></figure>
</div>



<div class="wp-block-column" style="flex-basis:73%">
<figure class="wp-block-image size-large is-resized"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Pothole-1024x1024.png" alt="" class="wp-image-239" width="355" height="355" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Pothole-1024x1024.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Pothole-300x300.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Pothole-150x150.png 150w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Pothole-768x768.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Pothole-1536x1536.png 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Pothole-2048x2048.png 2048w" sizes="(max-width: 355px) 100vw, 355px" /><figcaption><em>A &#8220;pothole&#8221; icon</em></figcaption></figure>
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</div>



<p>Although not what will be used in the final product, we have placeholder sprites for the boost pads and potholes that make up part of our gamification. These sprites are a part of the <em>rapid prototyping </em>process, allowing us to test these features before fully committing to their development.</p>



<h4>Character Art and Animations</h4>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200204_170525-1024x768.jpg" alt="" class="wp-image-292" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200204_170525-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200204_170525-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200204_170525-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200204_170525-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200204_170525-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Art Lead Eric Yu, instructing his team on the use of Mixamo to rig and animate characters</em></figcaption></figure>



<p>This week, our character modelers made progress on getting the pusher mascots ready for the game. Seen below, we already have 2/5ths of the pushers we hope to have by Alpha, leaving plenty of time for tuning and polish by the Beta and Final releases. </p>



<div class="wp-block-columns">
<div class="wp-block-column" style="flex-basis:33.33%">
<figure class="wp-block-image"><img src="https://lh4.googleusercontent.com/fAqS6bRec-OXUSsrsSrYC_7396lCOKtG4XTPWpbjHAseYmmYI698M1uDQsrVK31Iz60y9BaRs5qevE-7vY8rq4SykhZtfNP1luPnj3ZsW2oPEPRhdgtj3h4dyNN36jykx4B-VXCmqwI" alt=""/><figcaption><em>Margaret Morrison&#8217;s head, portrait vs 3D model</em></figcaption></figure>
</div>



<div class="wp-block-column" style="flex-basis:66.66%">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-18.png" alt="" class="wp-image-236" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-18.png 556w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-18-300x176.png 300w" sizes="(max-width: 556px) 100vw, 556px" /><figcaption><em>An idea of what the pushers will look like with their &#8220;mascot heads&#8221;</em></figcaption></figure>
</div>
</div>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/carnegie-documentation-1024x920.png" alt="" class="wp-image-266" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/carnegie-documentation-1024x920.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/carnegie-documentation-300x270.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/carnegie-documentation-768x690.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/carnegie-documentation.png 1044w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Andrew Carnegie&#8217;s mascot head, by </em>Vic Naumov</figcaption></figure>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/RunPushAnim-1.gif" alt="" class="wp-image-269"/><figcaption><em>Early animations show the character running before transitioning into pushing</em></figcaption></figure>



<p>Pictured above, we also have our first pass at pusher animations (courtesy of Mixamo), with a distinct &#8220;pushing&#8221; and &#8220;running&#8221; state. Although future iterations will need to blend these two together &#8212; so that the character pushes and runs at the same time, like they would in a <em>Sweepstakes</em> race &#8212; this early animation will be used to help our animators get an idea of how running looks in the game.</p>



<h4>Environment Art</h4>



<div class="wp-block-columns">
<div class="wp-block-column" style="flex-basis:33.33%">
<figure class="wp-block-image is-resized"><img src="https://lh4.googleusercontent.com/WPkRQ3gqPN_RmBk9Iu844yKKJo9IFc9uxXQEWiRXeFgXS6PtASiCJs2kSN_tzKa_h4mhtkPCNUdJhZo2YexfuXF0EygQVAhrFjFXwazMpc2gbsDxkMg4R2Bh1c1tuHbOl6RHruEtGSQ" alt="" width="234" height="124"/><figcaption><em>A close-up view of the massed </em>Phipps <em>Model</em></figcaption></figure>
</div>



<div class="wp-block-column" style="flex-basis:66.66%">
<figure class="wp-block-image"><img src="https://lh5.googleusercontent.com/WyYHhgurNVzMx__EW_Qz1nVMUM8h4SwDzwPCI8H-uWct7YX0x06bC3qO3j1dlBVWNcEzNdy1n9BhK-QVPrPDk9P5YDWl4A6BFKDDsk8yUXNP-2kj8YtUG3YJCInhdriABWdvOByaxPo" alt=""/><figcaption><em>Entire view of the </em>Phipps <em>model</em></figcaption></figure>
</div>
</div>



<figure class="wp-block-image"><img src="https://lh3.googleusercontent.com/ANfHPZN-h7cpEpJE3u_S_T-RypXPpryp13TEQINKxHokFd2QdWHJuMWeBObA8O_rwaY6TsEaer7P3LRxQrqWSTf76bimhAnsTDz4AgtNFJ7K4vUp26RwyBXqTfJAtLNnIXMQW4PogZE" alt=""/><figcaption><em>A lower view of the horizon, you can see how the skyline image gives the idea of buildings in the distance.</em></figcaption></figure>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-17-1024x480.png" alt="" class="wp-image-234" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-17-1024x480.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-17-300x141.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-17-768x360.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-17.png 1403w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>A bird&#8217;s eye view of all the buildings in their greyboxed state</em></figcaption></figure>



<h4>Buggy Art</h4>



<p>This week, we get our first look at one of the older-era buggies: The Keg!</p>



<figure class="wp-block-image is-resized"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-25.png" alt="This image has an empty alt attribute; its file name is image-25.png" width="451" height="356"/><figcaption>The Keg<em>, fully modeled and waiting for texturing</em></figcaption></figure>



<p>Possibly one of the most unique buggy designs out there, The Keg will make its appearance at the start of our All-Star race.</p>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-26.png" alt="This image has an empty alt attribute; its file name is image-26.png"/></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-27.png" alt="This image has an empty alt attribute; its file name is image-27.png"/></figure>
</div>
</div>



<p>To make the texturing and design job easier, one of our artists &#8212; Daniela Moll &#8212; has been drawing side-views of the various buggies. These side-views help fill in the blanks for our 3D modelers, especially when working with old buggies that don&#8217;t have many reference photos. </p>



<figure class="wp-block-image"><img src="https://lh5.googleusercontent.com/mh-VTDAritP5LyXsN7bmAQPw77VuUaPtEusCYXYcOmUwmhakzl1TV2xEuRJRRmExHBnUVvjIGxe9j3XQOn6gWTyRdrIydSvaLqajAllgVKNFbnxgq27LaAZaJxsY_6Ie_XKUCIp7V70" alt=""/><figcaption><em>A textured version of </em>SDC&#8217;s Malice!</figcaption></figure>



<p>Lastly, we finally get to see what a fully-textured buggy looks like! As you can tell, just adding a texture makes the object really &#8220;come alive,&#8221; and feel like something taken from the real world. </p>



<p>Of course, it&#8217;s too early to call this buggy &#8220;done&#8221; &#8212; we have to see what it looks like with the rest of the in-game world first. But those final tweaks are yet to come, and will happen in the Alpha/Beta stage.</p>



<h3>Design</h3>



<p>The goals for design this week were to take the data received from the last week&#8217;s worth of playtesting and turn that feedback into the next round of designs. Additionally, we have new designs from the UI team and two &#8220;mesh types&#8221; that we had been testing!</p>



<h4>&#8220;Free Drive&#8221;</h4>



<p>After this week&#8217;s playtesting, it became clear that players aren&#8217;t enjoying the &#8220;on-the-rails&#8221; system that we were prototyping. It felt too limiting, almost restrictively so, and the impression of the average user was that they had hoped to have more control in a racing game.</p>



<div class="wp-block-columns">
<div class="wp-block-column" style="flex-basis:33.33%">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_162756-1024x768.jpg" alt="" class="wp-image-256" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_162756-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_162756-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_162756-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_162756-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_162756-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>The team brainstorming t</em>o <em>come up with a new way to maneuver around the track</em></figcaption></figure>
</div>



<div class="wp-block-column" style="flex-basis:66.66%">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_174223-1024x768.jpg" alt="" class="wp-image-257" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_174223-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_174223-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_174223-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_174223-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200207_174223-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Drawings illustrating how to solve the &#8220;Free Driver&#8221; problem</em></figcaption></figure>
</div>
</div>



<p>Fortunately, that kind of discovery is exactly what playtesting is for! After some time going back to the drawing board, our programmers came up with a potential solution in &#8220;Free Driving,&#8221; which serves as a blend between total user control and the on-the-rails system.</p>



<p>This free-drive system gives the player variable control of their buggy:</p>



<ul><li><strong>At the center of the road</strong>, the player has total control to move left or right, but has a limited range through which they can turn their wheels. This keeps the player from being able to turn around and go backwards on the track.</li><li><strong>Away from the center of the road</strong>, the player still has control, but their wheel will begin to &#8220;drift&#8221; towards center, subtly guiding them back to place.</li><li><strong>At the far edges of the road</strong>, this guidance ramps up, and keeps the player from turning too far towards the edge they&#8217;re at &#8212; keeping them from crashing into the wall or driving off-road.</li></ul>



<p>This &#8220;guidance&#8221; system works much like <em>Mario Kart&#8217;s</em> lane assist feature, and (in theory) will keep the game feeling fluid without introducing design complications.</p>



<h4>User Interface</h4>



<p>The UI/UX team drafted a number of instructional User Interface layouts for each of the potential control schemes. Each of these layouts took into account the following:</p>



<ol><li><strong>The Time</strong> that the player has elapsed on the course</li><li><strong>A Mini-Map</strong> to show the player&#8217;s location</li><li><strong>A red brake indicator</strong></li><li><strong>Directional indicators</strong> to guide the player on the track (&#8220;Turn Left&#8221;)</li></ol>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-29.png" alt="" class="wp-image-300" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-29.png 846w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-29-300x116.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-29-768x297.png 768w" sizes="(max-width: 846px) 100vw, 846px" /><figcaption><em>An interface designed for a steering wheel in mind</em></figcaption></figure>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-30.png" alt="" class="wp-image-301" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-30.png 892w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-30-300x125.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-30-768x319.png 768w" sizes="(max-width: 892px) 100vw, 892px" /><figcaption><em>An interface designed for the use of levers</em></figcaption></figure>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-32.png" alt="" class="wp-image-303" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-32.png 861w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-32-300x136.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-32-768x349.png 768w" sizes="(max-width: 861px) 100vw, 861px" /><figcaption><em>An interface designed for bike-style handlebars</em></figcaption></figure>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-31.png" alt="" class="wp-image-302" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-31.png 895w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-31-300x167.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-31-768x426.png 768w" sizes="(max-width: 895px) 100vw, 895px" /><figcaption><em>An interface designed for a flight-stick</em></figcaption></figure>



<p>This fourth type, the <strong>flight-stick</strong>, was introduced as a potential solution to players&#8217; aversion to the on-the-rails system. However, since we pivoted into &#8220;free drive,&#8221; this control scheme likely won&#8217;t make it into the game.</p>



<h4>Mesh Types</h4>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-22-1024x536.png" alt="" class="wp-image-263" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-22-1024x536.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-22-300x157.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-22-768x402.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-22.png 1183w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>The &#8220;Regular&#8221; mesh, a 1:1 scale recreation of the track and its environments, as they really are</em></figcaption></figure>



<p>After the terrain was generated, an early concern was that the 1:1 scale map would feel too slow in the uphill portions (see the Week 01 discussion on &#8220;flow&#8221;). So an alternative map design was proposed, which would turn the track into more of a &#8220;U-Shape&#8221; &#8212; shortening the uphill sections, with the added benefit of smoothing out the sharp, potentially nauseating turns. </p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-21-1024x521.png" alt="" class="wp-image-262" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-21-1024x521.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-21-300x153.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-21-768x391.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-21.png 1173w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>The &#8220;U-Shaped&#8221; mesh, characterized by smoother turns and a shorter backhills section</em></figcaption></figure>



<p>However, this alternate shape introduces a new problem: to make the U-Shape map work, several of the existing building models have to be edited or they will appear &#8220;distorted.&#8221;</p>



<p>Since playtests have been inconclusive regarding a preferred map type, with most players not even noticing a difference, we will likely continue with the 1:1 scale. </p>



<h3>Sound</h3>



<p>A goal for this month is to have <em>voiceover</em> present in the game, using placeholder voices for the time being. To accomplish this, the Sound team has begun building a script, complete with when the line would be played:</p>



<figure class="wp-block-image size-large is-resized"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-24.png" alt="" class="wp-image-275" width="475" height="454" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-24.png 798w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-24-300x288.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-24-768x736.png 768w" sizes="(max-width: 475px) 100vw, 475px" /><figcaption><em>The beginnings of a script for </em>Buggy100<em>, covering one-off lines and flavor text to be played throughout the game</em></figcaption></figure>



<p>The reason for having voiceover in by the end of Alpha is to have it available for testing: we need to know if players benefit from having voiceover in the game, if it adds or detracts from the experience, and how well it plays with the other sounds in the game.</p>



<p>For now, the voicelines are largely one-offs, and don&#8217;t significantly contribute to a linear narrative or tutorial scheme. Instead, they give a sense of <em>context</em> to the game &#8212; which, if you&#8217;ll remember, was one of the core design goals in creating this experience!</p>



<h2>Looking Ahead</h2>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-19.png" alt="" class="wp-image-243" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-19.png 916w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-19-300x123.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-19-768x316.png 768w" sizes="(max-width: 916px) 100vw, 916px" /><figcaption><em>A revised look at the milestone chart from Week 01</em></figcaption></figure>



<p>As we transition out of the prototype&#8217;s development and into the Alpha stage, we&#8217;re looking to make progress towards creating what is known as a <strong>Minimum Viable Product</strong>. In other words, our game, at Alpha, should encapsulate our core features and what we expect the final game to <strong>look</strong> and <strong>feel</strong> like.</p>



<p>Art and animations should be present, even if they&#8217;re still rough and lacking polish. Game elements (like boosting and obstacles) should be present and functional, even if they need tuning. The mechanics from the prototype should feel smooth, and most large design decisions (like track type and control scheme) should be settled.</p>



<p>So, the goals for the future are as follows:</p>



<ul><li>Continue to produce buggies at a rate of 2 models per week</li><li>Finish all (low-poly) building models by the end of Alpha</li><li>Implement free-drive for testing</li></ul>



<p>See you next week!</p>
]]></content:encoded>
							<wfw:commentRss>https://courses.ideate.cmu.edu/53-472/s2020/?feed=rss2&#038;p=203</wfw:commentRss>
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		<title>The Global Game Jam &#8211; Iron Rations</title>
		<link>https://courses.ideate.cmu.edu/53-472/s2020/?p=136</link>
				<comments>https://courses.ideate.cmu.edu/53-472/s2020/?p=136#respond</comments>
				<pubDate>Mon, 03 Feb 2020 22:00:00 +0000</pubDate>
		<dc:creator><![CDATA[Trento von Lindenberg]]></dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">https://courses.ideate.cmu.edu/53-472/s2020/?p=136</guid>
				<description><![CDATA[Today&#8217;s post is going to be a bit different from the others and talk about a non-Buggy100 game. The regular dev post will be up later this week, on Friday the 7th. This past weekend was the Superbowl Global Game Jam, and a part of the Advanced Game Studio team was fortunate enough to take [&#8230;]]]></description>
								<content:encoded><![CDATA[
<p> Today&#8217;s post is going to be a bit different from the others and talk about a <em>non-Buggy100</em> game. The regular dev post will be up later this week, on Friday the 7th.</p>



<p>This past weekend was the <s>Superbowl</s> Global Game Jam, and a part of the Advanced Game Studio team was fortunate enough to take part! In addition to being a valuable team-building exercise, this weekend kicked off a ton of creativity, and was a valuable learning experience for reasons I&#8217;ll soon explain.</p>



<span id="more-136"></span>



<h2><a rel="noreferrer noopener" aria-label=" (opens in a new tab)" href="https://globalgamejam.org/" target="_blank">The Global Game Jam</a></h2>



<p>If you&#8217;ve never been to a game jam, it&#8217;s best described as a hackathon dedicated to the creation of games. They happen all over the world, at all times of the year, and can range from small, local jams run by enthusiasts to massive events that span the globe.</p>



<p>The Global Game Jam (GGJ) &#8212; described as &#8220;the world&#8217;s largest game jam event&#8221; &#8212; is one of the latter, with game developers of all experience levels getting together to spend a grueling (but fun!) 48 hours making an entire game. These games can vary in complexity, from the simplest of 2D games to full-blown VR experiences, but all are (or should be) centered around a very specific theme &#8212; and that theme is announced the day of the Jam.</p>



<p>After much anticipation, it was announced that the theme for this year&#8217;s Jam was &#8220;repair.&#8221; And so, we were off!</p>



<h2>The Process</h2>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-1024x573.png" alt="" class="wp-image-130" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-1024x573.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-300x168.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-768x430.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image.png 1135w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Slide courtesy of Thomas Corbett</em></figcaption></figure>



<p>In some ways, creating a game at a game jam is very similar to creating a game under other circumstances &#8212; the timeline is just more condensed. In our case, we more-or-less followed the above timeline, starting with an intense bout of pre-production and brainstorming. </p>



<p>Although the pre-production stage is normally meant to take most of the first night, we quickly settled on a genre, setting, and mechanic that we wanted to run with. So, I introduce to you <em>Iron Rations!</em></p>



<h2>The Game</h2>



<blockquote class="wp-block-quote"><p> The so-called &#8216;<strong>Iron Ration</strong>&#8216; comprised an emergency&nbsp;<strong>ration</strong>&nbsp;of preserved meat, cheese, biscuit, tea, sugar and salt carried by all British soldiers in the field for use in the event of their being cut off from regular food supplies. </p><cite>&#8211;  <a href="https://www.firstworldwar.com/atoz/ironration.htm">https://www.firstworldwar.com/atoz/ironration.htm</a> </cite></blockquote>



<p>Set in a retro-futuristic world, the game <em>Iron Rations</em> has you play as a scavenger robot caught in the middle of a savage war. In other words, you are a non-combatant, and your job is to survive for as long as possible in order to escape.</p>



<p>But, the only way you&#8217;ll survive is by dodging bullets, and the only way to escape is to get the bits of scrap and machinery scattered around the battlefield, repairing them as you go! </p>



<p><em>Iron Rations</em> was meant to be a bullet-hell game with mini-game crafting mechanics that challenged the player with completing said mini-games while actively trying to survive on the battlefield. </p>



<h3>Pre-Production and Prototype</h3>



<p>Friday night into Saturday afternoon marks the transition between pre-production and prototype, meaning that all jammers should be working on getting their game&#8217;s core mechanics in and have an idea of what the final product will look like. </p>



<p>For us, that meant that we had to pick the aesthetic direction; code in movement, mini-games, and bullet patterns; and start thinking about what our level design will be.</p>



<h4>Art</h4>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Player-concept-1024x1024.jpg" alt="" class="wp-image-143" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Player-concept-1024x1024.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Player-concept-300x300.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Player-concept-150x150.jpg 150w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Player-concept-768x768.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Player-concept-1536x1536.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Player-concept-2048x2048.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Player character concepts, by Eric Yu</em></figcaption></figure>



<div class="wp-block-columns">
<div class="wp-block-column">
<figure class="wp-block-image size-large is-resized"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Soldier-concept-1024x1024.jpg" alt="" class="wp-image-142" width="391" height="391" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Soldier-concept-1024x1024.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Soldier-concept-300x300.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Soldier-concept-150x150.jpg 150w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Soldier-concept-768x768.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Soldier-concept-1536x1536.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Soldier-concept-2048x2048.jpg 2048w" sizes="(max-width: 391px) 100vw, 391px" /><figcaption><em>Concept art for enemy soldiers, by Eric Yu</em></figcaption></figure>
</div>



<div class="wp-block-column">
<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/shoot-1024x610.jpg" alt="" class="wp-image-141"/><figcaption><em>Untextured, WIP soldier model</em></figcaption></figure>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-2-1024x772.png" alt="" class="wp-image-146" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-2-1024x772.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-2-300x226.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-2-768x579.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-2.png 1172w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Compare the concept art to the final (in-game) soldier model</em></figcaption></figure>
</div>
</div>



<h4>Design</h4>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200204_010037-1024x736.jpg" alt="" class="wp-image-158" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200204_010037-1024x736.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200204_010037-300x216.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200204_010037-768x552.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200204_010037-1536x1104.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/20200204_010037-2048x1473.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Whiteboard level design, showing imoprtant items, NPCs, buildings, and threats as well as an idealized path for the player to follow</em></figcaption></figure>



<h4>Programming</h4>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-356-1024x551.png" alt="" class="wp-image-178" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-356-1024x551.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-356-300x161.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-356-768x413.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-356.png 1469w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Early game mechanics in place, thanks to Thomas Wrabetz. The player (blue cube) can move around, pick up objects, and get hit by bullets (red spheres)</em></figcaption></figure>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-3-1024x569.png" alt="" class="wp-image-179" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-3-1024x569.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-3-300x167.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-3-768x426.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-3.png 1077w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Early UI, by Adrian Biagioli. Although not implemented at this stage, the player can navigate the menu, complete with animations.</em></figcaption></figure>



<h3>&#8220;Alpha&#8221; and &#8220;Beta&#8221;</h3>



<p>From Saturday afternoon to Sunday morning, teams are focused on getting into the alpha and beta stages &#8212; meaning, art and sound assets start to take the place of programmer art, mechanics start getting more complex, and the game starts to &#8220;feel&#8221; more like the end-product.</p>



<h4>The Mini-games</h4>



<p><em>Iron Rations</em> featured two components to its gameplay: the bullet-hell, and the crafting mini-games. We were aiming to have three total mini-games, one for each repairable item in the game.</p>



<p><strong>Wiring</strong></p>



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<figure class="wp-block-image size-large is-resized"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-348.png" alt="" class="wp-image-170" width="249" height="218"/></figure>
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<figure class="wp-block-image size-large is-resized"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-349-1024x858.png" alt="" class="wp-image-169" width="261" height="218" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-349-1024x858.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-349-300x251.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-349-768x643.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-349.png 1066w" sizes="(max-width: 261px) 100vw, 261px" /></figure>
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<figure class="wp-block-image size-large is-resized"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-347-1024x853.png" alt="" class="wp-image-171" width="580" height="483" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-347-1024x853.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-347-300x250.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-347-768x640.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-347.png 1072w" sizes="(max-width: 580px) 100vw, 580px" /><figcaption><em>Pictured above is a &#8220;wiring&#8221; mini-game, where the player has to match colors together to &#8220;wire&#8221; them back up.</em></figcaption></figure>



<p><strong>Welding</strong></p>



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<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-352-1024x891.png" alt="" class="wp-image-173" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-352-1024x891.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-352-300x261.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-352-768x668.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-352.png 1052w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>
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<p class="has-text-align-center"><em>In the welding mini-game, the player has to maneuver through a randomly-generated maze, from start to finish. </em></p>



<p><strong>Lining-up Sights</strong></p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-350-1024x854.png" alt="" class="wp-image-174" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-350-1024x854.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-350-300x250.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-350-768x640.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-350.png 1060w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>In this mini-game, the player</em> <em>must line up the two circles for a short period of time</em>, <em>as if they were lining up the sights on a broken rifle.</em></figcaption></figure>



<h4>Art</h4>



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<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-4-1024x568.png" alt="" class="wp-image-187" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-4-1024x568.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-4-300x166.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-4-768x426.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-4-1536x852.png 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-4.png 1587w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>
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<p class="has-text-align-center"><em>Untextured assets for various in-world obstacles</em>, <em>to help populate the environment and give the world its character</em></p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-6-1024x656.png" alt="" class="wp-image-189" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-6-1024x656.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-6-300x192.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-6-768x492.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/image-6.png 1237w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>An untextured model for the player, by Eric Yu</em></figcaption></figure>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-340-1024x572.png" alt="" class="wp-image-140" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-340-1024x572.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-340-300x168.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-340-768x429.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-340-1536x858.png 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-340.png 1571w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Late alpha screenshot of </em>Iron Rations. <em>Notice that the lighting aesthetic has already taken shape, setting the tone for the rest of development.</em></figcaption></figure>



<h4>Saturday Playtesting &#8211; Buggy100</h4>



<p>Of course, the Global Game Jam wasn&#8217;t all fun and games. Whenever the team wasn&#8217;t working on coding or asset creation, they were hard at work with the <em>Buggy </em>game &#8212; playtesting, designing, or even researching how the GGJ experience would translate to <em>Buggy100</em>.</p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/TVL_0004-1024x683.jpg" alt="" class="wp-image-139" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/TVL_0004-1024x683.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/TVL_0004-300x200.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/TVL_0004-768x512.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/TVL_0004-1536x1024.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/TVL_0004-2048x1365.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Angelo Pagliuca and Thomas Corbett preparing the VR setup for playtesters</em></figcaption></figure>



<p>More info on the results of this weekend&#8217;s playtesting will be in the regular dev blog.</p>



<h3>Final and Showcase</h3>



<p>For many, Sunday morning is when the &#8220;crunch&#8221; (the frantic last push to finish your game) really kicks in. It&#8217;s the last opportunity to get any and all assets in, finish the core features you&#8217;d been aiming for, and iron out any game-breaking bugs that might exist. </p>



<figure class="wp-block-image"><img src="https://media.discordapp.net/attachments/553452588746539008/674133739135303681/image0.jpg?width=720&amp;height=540" alt=""/><figcaption><em>Everyone hard at work, focused on getting the final touches into the game</em></figcaption></figure>



<p>Our game, of course, was no different: things were broken, art was missing, and most of the sound effects hadn&#8217;t been made yet. But, thanks to the hard-working effort of everyone involved, by the time the 1PM submission deadline rolled around, the entire game was complete! A full level of bullet hell, with three mini-games, a win/loss state, and all art/sound were submitted just in time&#8230;</p>



<p>And not a moment too soon, because at the end of every game jam, the participants are expected to set their games up on tables for everyone else to play. This is the time for everyone to go around and see what the others were working on&#8230; and have their own games seen by the site&#8217;s judges!</p>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/TVL_0010-1024x683.jpg" alt="" class="wp-image-138" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/TVL_0010-1024x683.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/TVL_0010-300x200.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/TVL_0010-768x512.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/TVL_0010-1536x1024.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/TVL_0010-2048x1365.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Eric Yu getting to try the game for the first time, at the final showcase</em></figcaption></figure>



<p>For many teams, it&#8217;s also the first time that they&#8217;ll get to sit down and actually play the game for themselves. It can be a cathartic moment all around, sometimes, as the adrenaline rush finally subsides and you get to see the results of all your hard work. </p>



<figure class="wp-block-video"><video controls src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/video-1580794040-1.mp4"></video><figcaption><em>Video of</em> Iron Rations <em>being played at the showcase</em></figcaption></figure>



<h3>The Award Ceremony</h3>



<p>At the end of the game jam, after judges had the chance to play each of the 40 or so games at the showcase, they present awards to each of the teams they felt particularly succeeded in specific categories:</p>



<ul><li><strong>Technical Excellence</strong></li><li><strong>Artistic Excellence</strong></li><li><strong>Diversity Award</strong></li><li><strong>Non-Traditional</strong></li><li><strong>Best Theming</strong></li><li><strong>First Penguin</strong></li><li><strong>Jammer&#8217;s Choice</strong></li><li><strong>Judges&#8217; Choice</strong></li></ul>



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<figure class="wp-block-image is-resized"><img src="https://cdn.discordapp.com/attachments/670738537297084445/673650729046638642/image0.jpg" alt="" width="296" height="395"/><figcaption><em>A photo of the award the </em>Advanced Game Studio<em> team won at the </em>2020 Pittsburgh Global Game Jam<em> for their game: </em>Iron Rations</figcaption></figure>
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<div class="wp-block-image"><figure class="aligncenter size-large is-resized"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/83861576_1376194915886692_533949191777419264_n-1024x768.jpg" alt="" class="wp-image-131" width="474" height="356" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/83861576_1376194915886692_533949191777419264_n-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/83861576_1376194915886692_533949191777419264_n-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/83861576_1376194915886692_533949191777419264_n-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/83861576_1376194915886692_533949191777419264_n-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/83861576_1376194915886692_533949191777419264_n-2048x1536.jpg 2048w" sizes="(max-width: 474px) 100vw, 474px" /><figcaption><em>The team posing after receiving their award</em></figcaption></figure></div>
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<p>And, as you might be able to guess from the above images, <em>Iron Rations </em>was selected as the recipient for the &#8220;Artistic Excellence&#8221; award! </p>



<h3>Takeaways</h3>



<p>Everyone worked incredibly hard to make this weekend a success, and it showed! Not only that, but each of them learned a lot that can be applied to future work on <em>Buggy100</em>. </p>



<p>Without a doubt, the game was hard and was missing a lot of tuning. Some sections of the level were too difficult, others too easy, and that meant that a lot of players were left feeling frustrated and unable to complete the game. In other words, we would have benefited from taking more time to playtest <em>Iron Rations</em> during its development, so that we could tune the difficult a bit more.</p>



<p>Fortunately, one thing that we did catch early on in the playtests that we were able to do was that many players had difficulty understanding what they needed to do, or how to do it. The game was missing <em>feedback</em> and <em>instruction.</em> To solve the issue, we added an overlay that showed the actions available to the player at any given time, and which button mapped to a specific action. In short, <span style="text-decoration: underline;">playtesting gives valuable data and insights into our development!</span></p>



<p>A part of the reason the team elected to move forward with a 3D-style game was to practice working in that space &#8212; after all, all of <em>Buggy100</em> is going to be 3D! So, by taking these past 48 hours to do nothing else, the artists were able to practice their character rigging, texturing, and architectural modeling to the fullest. Some time was even spent researching shaders, to get a good feel for what they were capable of.</p>



<figure class="wp-block-image alignwide"><img src="https://cdn.discordapp.com/attachments/670738537297084445/673498053512134696/prog.gif" alt=""/><figcaption><em>A GIF showing the early-beta state of the game: Some assets were still missing (hence the cubes), but deferred lighting was applied, giving the overall game a much more &#8220;polished&#8221; look</em></figcaption></figure>



<p>Speaking of shaders, the programmers took this opportunity to expand on the <a rel="noreferrer noopener" aria-label="&quot;Toon Shader&quot; created by our very own Adrian Biagioli (opens in a new tab)" href="https://github.com/Flafla2/Toon-Standard" target="_blank">&#8220;Toon Shader&#8221; created by our very own Adrian Biagioli</a>, configuring it to work with &#8220;deferred lighting.&#8221; </p>



<p>A more detailed breakdown on what shaders are and what they can do will be the topic for a future post, but it is what allowed us to make each bullet in the above GIF its own lighting source &#8212; instead of being limited to only four. </p>



<h2>The Team</h2>



<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/IMG_1616-1-1024x768.jpg" alt="" class="wp-image-129" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/IMG_1616-1-1024x768.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/IMG_1616-1-300x225.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/IMG_1616-1-768x576.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/IMG_1616-1-1536x1152.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/IMG_1616-1-2048x1536.jpg 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption>The Global Game Jam, Advanced Game Studio team.<br><em>From left to right: </em>Eric Yu, Austin Garcia, Lisa Lo, Adrian Biagioli, Trento von Lindenberg, Thomas Wrabetz</figcaption></figure>



<p>Pictured above, six students from AGS took place in the Jam as their own team. Forming a full compliment of three artists, two programmers, and a producer/sound designer, the team was ready to take the weekend on at full force!</p>



<h3>Special Thanks</h3>



<p>Although not officially on the team for this jam, the music for <em>Iron Rations</em> was composed by Michael Bridges. A special thanks to him for his contributions on this project!</p>



<h2>Gallery</h2>



<p>Pictures say a thousand words, so here are some additional photos of what the final product ended up looking like!</p>



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<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-337-1024x566.png" alt="" class="wp-image-152" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-337-1024x566.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-337-300x166.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-337-768x425.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-337-1536x849.png 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-337.png 1622w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>
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<figure class="wp-block-image alignwide size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-339-1024x567.png" alt="" class="wp-image-153" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-339-1024x567.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-339-300x166.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-339-768x425.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-339-1536x851.png 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-339.png 1600w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>
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<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-338-1024x579.png" alt="" class="wp-image-151" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-338-1024x579.png 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-338-300x169.png 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-338-768x434.png 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-338-1536x868.png 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Screenshot-338.png 1586w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Main gameplay, with inventory screen in the bottom-right corner</em></figcaption></figure>



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<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/win_screen-1024x576.jpg" alt="" class="wp-image-161" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/win_screen-1024x576.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/win_screen-300x169.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/win_screen-768x432.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/win_screen-1536x864.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/win_screen.jpg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Victory Screen</em></figcaption></figure>
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<figure class="wp-block-image size-large"><img src="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Loss-1024x576.jpg" alt="" class="wp-image-162" srcset="https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Loss-1024x576.jpg 1024w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Loss-300x169.jpg 300w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Loss-768x432.jpg 768w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Loss-1536x864.jpg 1536w, https://courses.ideate.cmu.edu/53-472/s2020/wp-content/uploads/2020/02/Loss.jpg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><em>Game-over Screen</em></figcaption></figure>
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<p><em>Mini-game screenshots and full gameplay video coming soon!!</em></p>



<h2>Download Links</h2>



<p>If you&#8217;d like to download a copy of <em>Iron Rations</em> to play for yourself, <a href="https://ggj.s3.amazonaws.com/games/2020/02/244925/exec/WNtmc/Iron%20Rations.zip">you can click here to download.</a> <span style="text-decoration: underline;">Note: An Xbox gamepad is required to play.</span></p>



<p>Alternatively, if you&#8217;d like to download the <em>Unity</em> project for <em>Iron Rations, </em><a href="https://ggj.s3.amazonaws.com/games/2020/02/244925/src/WNtmc/Iron%20Rations%20%28source%29.zip">you can download that here.</a> The <em>Unity</em> version used was 2019.2.18f1.<br><br>Finally, <a href="https://globalgamejam.org/2020/games/iron-rations-0">the link to <em>Iron Rations</em>&#8216; GGJ page is here.</a></p>



<p>As always, thank you for reading, and see you next time!</p>
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