Resolution and Complexity

I went through the levels and as I expected there weren’t a lot of objects that needed changing. I had been prioritizing optimization for a while now and made sure that there wasn’t anything too crazy. Granted, some objects do have a red/bad level of shader complexity but nothing is white which is extremely bad.ContinueContinue reading “Resolution and Complexity”

Further lighting and optimization

I finished the rest of the course on being an Environment Artist today. I learned more about the reasons behind creating blockouts and how helpful it can be for a team and in general when prototyping a level. So far my blocking hasn’t been that great and I can definitely improve in that aspect. TheContinueContinue reading “Further lighting and optimization”

Understanding sound and space

Started the first course of my reasonably lengthy list of courses. The sound and space lessons were fairly straightforward but hard to master. I continue to gain more respect for those working in game development and hone their specific skills. I do what I can to understand the surface of each aspect of what goesContinueContinue reading “Understanding sound and space”