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TRAVELLER


3D RESOURCE MANAGEMENT NARRATIVE


It was supposed to be a simple mission to discover life among the stars...
But waking up from a year-long stasis, aboard the USS Traveller you find yourself alone with no sign of your crew, or where the ship is heading.

Met with the insurmountable odds of space, you are forced to survive with the limited supplies the ship has left and chart a way home.


SYNOPSIS


GALLERY



PROJECT DETAILS

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Custom
(Made by Team WDK)



ENGINE



DEVELOPMENT TIME

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32 Weeks
(September 2021 - April 2022)



TEAM SIZE



10

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ROLES & RESPONSIBILITIES

GAME DESIGNER

 

  • Participated in brainstorming session with the team to improvise the game concept.

  • Game prototyping (In Unity), playtesting and feedback.

  • Game design documentation.

  • Informal documentation of asset placement for team members to take reference.

CO-ART LEAD

 

  • Researched and proposed theme for the game environment.

  • 3D modelling (In Maya), UV unwrapping (In Maya) and texturing of assets (In Substance).

  • Level design (In Maya).

  • Improvise and revamp assets before final.



TAKEAWAYS

  • First will never be perfect. Design needs a lot of iterations in order to work. We should never stay on our initial designs as we can broaden our views to better design if iterations are made according to feedback received.

  • Communication is the key to success. Initially, the team had numerous miscommunications that led to problems, such as having to scrap a few of our key features. However, the team's morale remained high, and we persevered to find alternative measurements

  • Continuous effort, not strength or intelligence, is the key to unlocking our potential. Initially, I struggled to create art assets as I was unfamiliar with 3D modeling. However, with the guidance provided by my art lead, I have learned numerous things from her and was pleased with the outcome.

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