June Postmortem ~ Life, Death, and Robots


Bio and Work Time:
Howdy! My name is June DeBaun, and I did the design, music, and art for Humanoid ReForme. I had 45-50 hours of work, including time spent communicating, setting up GitHub, and getting other resources. 

Judgement:
We nailed down the idea of a "judgment" game very quickly in the planning stages. We decided on this after looking into popular games at the moment as well as what type of games we like and how fast we could produce them. 

Gameplay:
To differentiate this game from other games of a similar style, such as Papers Please and Beholder, I wanted to focus on a minigame style that hadn't been done before. Because of the idea of robots and brain scans, I wanted to make the minigames reflect the part of the brain they are linked to. For example, the idea of a matching minigame for the frontal lobe (the part of the brain responsible for recent memory and decision making). This minigame ultimately fell through due to coding restrictions and time restraints; however, the other minigames reflect their parts of the brain quite well. Unfortunately, the full idea for this project couldn't come to light due to many complications with how the code was created.

Art:
For the game we decided on a style that was equal parts silly and dystopian; for this, I made the design of the room very plain with simple wallpaper and used a very limited palette for the room. I created every object in the room, excluding the buttons, as well as the cryostasis-pod that sits right outside the window. 

Music:
For the music, I decided to go with a bossa style because it evokes a sense of calmness and is often called 'elevator music' or 'hold music' which has a corporate tone to it. Additionally, the piece is supposed to work in tandem with the bright room and to draw contrast to the absurdly horrific acts of judging wether people should die or not.

Difficulties:
The hardest part of the project for me was 3D modeling the objects for the game, as it had been a long time since I worked in Maya on static meshes. My most recent work in Maya has been in rigging and animation, so it took me longer than I thought it would to finish the models used in the game. Additionally, I took this project as a chance to sink my teeth into Substance Painter 3D, which ultimately turned into a time sink. However, that being said, I did become more proficient in both programs because of this.  While I am still disappointed in the work on display, I am very happy with the knowledge I gained in the process. Next time I want to emphasize areas where I am more competent so I can impact the team more positively.

What I learned:
On this project, I learned the importance of not competing with myself. I had to 'role fill' on this project pretty hard in the art department, and it caused me to step outside my comfort zone a lot as a creator. While most people would see this as a problem, I saw it as a challenge that I needed to overcome; this line of thinking led me to a very fixed mindset of what I needed to do. Viewing making art as a challenge rather than a task that needed to be done caused me to compete with my art I had made in the past; while I do believe I should always strive to do better work, this project was not the time and place to do that. This mindset of self-competition led me to scrap more work than I completed, and cost me more hours of work than was necessary. Next time, I want to be more focused on getting good work done instead of trying to get perfect work. 

What I am proud of:
Overall I am proud of my patience with this project. Although it was rough relearning how to model and texture, I never got mad at myself for it. I pushed through and did the best of my ability (even though my ability was rather lacking). In addition to patience, I am also proud of the consistent effort that I was able to put into this project. As I have talked about in previous works, I often struggle to work consistently on a project; however, through the power of time blocking and a little bit of help from friends, I was able to keep consistent with a steady flow of work on Humanoid Reforme.

In Conclusion:
Sparkle on, no one is perfect, and DON'T KICK YOUR ROOMBA!!!!

Get Humanoid ReForme

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