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7. Final Submission and Self-Evaluations

  • Writer: Harrison Snatt
    Harrison Snatt
  • Jun 21, 2022
  • 2 min read

Updated: Jun 23, 2022


Market awareness of our game is being created through our social media presence with Twitter and our blogs. James has been instrumental as a project manager in creating resources for market consumtion and creating the game's Itch.o page.


Itch.io is an indie game sharing website open to the public and responcible for the hosting of gamejam competitions. Our game we hope to reach larger audiences through Itch.io because of it's vibrant appeal and unique mechanics.


On my Twitter I have been trying to build a games art community and share our game with people who are interested in indie games and curious enough to try it out.



The final submission has come around very suddenly, as they always do, at the end of this project and our team have tried to make sure that we are satisfied with the game's visuals, mechanics and content before submisssion.


We decided that the game still didn't feel as lively as we would like because shadows were too strong and there was no sense that Jame's cartoon shader LUT was creating the saturation and variation of colour needed.



I was asked to make a custom LUT to fix this issue and implement colour theory in a way that would feel vibrant. This is the LUT I landed on after a lot of trial and error

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I also tweaked the BP Skysphere's Zenith and Horizon colours in Unreal to match that tropical saturated effect.


Self Evaluation


Overall we are really happy with BattleBay for the nine months we spent developing it on and off. We have achieved what we set out to in September at the game's conception and by starting strong and focusing on scope we allowed ourselves room to experiment and develop. The period following our initial burst was probably the hardest for the group because we realized we had not developed our preproduction enough and problems arose out of misunderstanding.


As Art Director I think my role was instrumental in creating the game's identity and visual style because of the sheer volume of assets concepted and textured; my UI design and implementation; my title screen design and animation and because of my level design with texture painting and asset placement.


My Contributions

Art direction Concept Creation Texture and Asset Creation UI Creation Title Screen Creation and Implementation Level Design and Asset Placement

Assets All Textured by Me

Apple - modelled by me

Bamboo Bazooka - modelled by James

Bamboo Shoot - modelled by me

Banana - modelled by me

Barrel - modelled by me

Basket of Clothes - modelled by me

Basket of Corn - modelled by me

Blunderbuss - modelled by James

Bottle (3 variations) - modelled by me

Bucket of Water - modelled by me

Candle - modelled by James

Cannon - modelled by me

Cannon Ball - modelled by me

Cauldron - modelled by me

Chest - modelled by me

Chile Pepper - modelled by me

Coconut - modelled by me

Coin - modelled by me

Coin Purse - modelled by me

Corn Husk - modelled by me

Curled Fern - modelled by me

Cutlass - modelled by me

Drum (2 variations) - modelled by Owen

Fern (3 variations) - modelled by me

Fish (+ cooked variant) - modelled by me

Fish Canon - modelled by Owen

Grass (+ Flower variant) - modelled by Owen

Hut - modelled by me

Jail Cell - modelled by James

Jungle Tree 1 (3 variations) - modelled by James, variations/tweaks by me

Jungle Tree 2 - modelled by me

Large Bottle - modelled by me

Map (3 variations) - modelled by me

Meat on the Bone - modelled by me

Orange - modelled by me

Palm Tree (3 variations) - modelled by Owen, variatons/tweaks by me

Pirate Character - modelled by me

Pirate Crate - modelled by me

Pirate Ship - modelled by Owen

Pistol - modelled by me

Sand Pile - modelled by me

Skull - modelled by me

Spit Roast Pig - modelled by James

Stone House - modelled by me

Stone Wall - modelled by Owen

Tankard (3 variations) - modelled by me

Telescope - modelled by me

Tiling grass (+ colour overlay variant)

Tiling rock

Tiling sand

Tomato - modelled by me

Tribal Character - modelled by me

Wood Plank - modelled by me

Unlit Pictures of My Work In-Game


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©2020 by Harrison Snatt.

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