For Fall 2021, I am taking ENGR 255 with 3 credit hour, which means I will be contributing a total of 9 or more hours to Project Tower each week.
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I am on both the art team and the narrative team on Project Tower.
Project Tower
Narrative & 2D Artist
Week 11/29 - 12/12
This two week, I worked mainly on the remaining art tasks, and got all of my assigned task done by the mid of week 12/12. The two playtests as usual are really helpful, through the playtest I was able to notice many things that were hard to notice when I viewed the game from developer's perspective. I was also able to share some of the problems came up during the playtest with the team during the mass meeting.
I add some minor change to the Pause Menu early of week 11/29. I then worked with Crystal and Amber on the Narrative Background scene. Since the illustrations need to be based of the content of the narrative, it takes some revision and trials to get it right. Either way, in the end I was able to get the two illustrations done on time. I also worked on the title art. Although it was hard for me to come up with an actual design, I end up based the title art on the logo in Amber's trailer. Even I'm not sure if some of the art assets will be implement in to the game, it's still great just to work on them.










Here is the previous Blog for week 11/1 to 11/7, I added them to the past blog section of the website but the hyperlink doesn't seem to work.
Week 11/1 - 11/7
For this week, I worked on the projectile art for the single shooter tower and the AOE Berserker tower. Another major thing is I updated the main screen art so it's no longer a sketch.
It takes me a lot longer than expected to work on the main menu art, and the same issue come up again when I worked on the pause menu art. Unfortunately, I have not get a chance to play Hades and the art style is a bit unfamiliar to me. I have tried my best to copy the style but the main menu is really a failed attempt despite I created multiple colorization sketch along the way. Given more time in the later weeks, I might try to rework on the main menu again just to make the style more consistent.
This week I also try to extend and add shadow to the previous temporary pause menu. I will try to redo the entire sketch in Hades style in the upcoming weeks.
In narrative meeting for this week, we worked on doing the description for all towers so the function of each tower is more clear to the player.
The canvas recorded time for the sketches are listed on the bottom of the page.


Projectile Assets

Main Menu

Extended Pause
Menu (Temp)
Week 11/8 - 11/14
For this week, I wasn't able to participate in the narrative team meeting because I was tested positive for influenza early this week. However I was able to participate in Matt Rader's play test, which is really cool to finally be able to see the next two level of Project Bloom since the usual playtesting don't really give us enough time to experience level 2 and 3 of Bloom.
For the art assets, I worked on some save and load Logo as asked by Nikhil and finish the Explosive and Long Range projectile art for explosive and long range tower.
The major assignment I worked on this week is to work on another closer to Hades Style version of Pause menu. This takes multiple trials and errors, the art post on this website is also no where near finished, which I think I will need at least another 4-5 hour. That being said, I still think I improved a bit from my experience working on the main menus. This experience also helps me to realize my weakness on coloring, which I will need to practice more about.
The canvas recorded time for the sketches are listed on the bottom of the page.






Pause Menu
(work in progress)
UI Assets



