Game Scene Final Project Post

Game Scene Final Project Post
   

    In this blog post, I will be discussing the process I and my team used to recreate a scene from the popular game Phasmophobia. Phasmophobia is a horror cooperative PC game created on the Unity engine. We had a few options when we began the project for the game we would emulate, which were based on which games the team members were the most familiar with. We decided on Phasmophobia because the setting of the game is essentially real life, meaning all of the props, models, and textures would be familiar items. Below, you can see some of the final screenshots from our project. You will also find a quick collection of the models I personally created for the project.


    I was designated the Team Lead for this project. I volunteered for the role because I have led projects before, and was confident I could manage it again. I began by ensuring everybody was aware of their roles, and setting up the trello board. I put a few things in the backlog, but I was unprepared for how efficient my team was. Within a few days, they had cleared all the tasks, and I was both impressed and frightened. 

    As the project went on, I functioned as a team lead and modeler. I was able to create all the models you see above, and I'm proud of my work. I was also in charge of the trello board, although I severely underestimated my team until about sprint 3. My main regret with the trello board, however, is not impressing upon my team the need for a pipeline. Some team members were creating cards for work they had done and put them into completed instead of to verify, but I didn't notice until far later than I should have.

    The scene we were trying to create was a haunted campsite from the game. We wished to create a somewhat unsettling scene, with odd noises and objects that seemed to move at random. Initially, this went swimmingly. Our scene was filled with ambiance, and we had scripts to imitate a poltergeist moving props. Unfortunately, when we went to finalize the project and compile all the assets, we discovered that the lighting of the scene was not working, along with some other issues. This heavily took away from what we were trying to create, and I am saddened that our original vision did not come to life. 

    This is also where I ran into my first issue: my work schedule. This semester was my first semester with both a job and classes, and I severely underestimated how difficult it would be to manage both at the same time. The time I had normally set aside for working on homework was suddenly occupied, and I was unable to get much done on the project as a result. I regret this greatly, as I fully believe I could have accomplished that specific task better.

    My biggest takeaway from this project is to properly manage my own time, and to properly manage my teammates. While I did take care of the trello board for the most part, I did need some help on nights where I was working late. I fully believe at this point that I could have prevented this, and I plan to take this knowledge with me into the future. 

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