Evelyn Perry - Artist


I'm Evelyn, the artist for Factory Bash. 

The total hours I planned to spend was 22 hours based on our group's Kanban Board. My tasks involved creating a few concept arts so we had an idea of where to start, finding assets ranging from models to audio for the game, implementing them into the game, creating a 'feel' to the level using lighting, and main menu design. I also helped out with some level design for blocking out our conveyor belt/hydraulic room when the team needed the assistance. Due to multiple roadblocks throughout the development, I spent around 26 hours in this project rather than the expected 22 hours due to troubleshooting with GitHub and redoing lost work.

Since our project takes place within an abandoned factory, I wanted to do my best to give the level that feel by making the area seem abandoned. Shelves and railing have been toppled over, the lighting is dim and eerie, there is graffiti on the walls, and debris on the ground.

Since we were on a deadline of 3-weeks, and we ran into halting issues the first two weeks I wasn't able to do as much as I would have loved to. As such, free assets were the go-to rather than trying to create everything from scratch. However, I did create the look of the hydraulic press since I was not able to find an asset that would fit our purposes, and the same went for the window texture I created.  If we had more time, I would have loved to do foley for the game myself and maybe created a few models. As well as really having more time to make the level look the best as it possibly can and drawing art for the main menu instead of taking a picture of the level for the background. Would have loved to implement some VFX as well.

Links to Assets Used

Models:

Factory Environment Collection | Fab

Warehouse | Fab

Industry Props Pack 6 | Fab

Taped Cardboard Boxes Pack | Fab

Fluorescent Ceiling Lamp | Fab

Electrical Box | Fab

Blood Stain | Fab

Safety Rail | Fab

Metal Table | Fab

Graffiti | Fab

Graffiti Tag | Fab

Graffiti Tag | Fab

Metal Barricade | Fab

Concrete Rubble Pile | Fab

Textures:

Garage Door | Fab

Corrugated Iron 02 Texture • Poly Haven

Concrete Floor Worn 001 Texture • Poly Haven 

Audio:

Mech Stomp / Step Sound | OpenGameArt.org

Metal footsteps on concrete | OpenGameArt.org

13 Ambient Machine Sounds | OpenGameArt.org

Wind | OpenGameArt.org


Roadblocks:

Hands down the most difficult part of the project was the roadblocks we encountered with GitHub and Unreal.  The second week our files were in the wrong order which prevented us from seeing each other's work. As such, when we fixed it, some additions had to be scraped and redone. For me it was implementation of assets, for others it was a bit worse of a loss which caused us to have to spend more time redoing previous levels and code. By week three we still couldn't see each other's work since we had been uploading our code without deleting the branches we used to separate our parts we were working on.  Minor issues included us trying to do our parts and causing merge issues since we were editing each other's lines of code and having to switch our level to an open world partition so we could work at the same time. Had to redo a lot of details and textures I had implemented due to this.  Also, the version of unreal you are working in does matter! A few of us were working in an older version of unreal and we couldn't see what others had done without updating first. I now know for whatever project comes next, making sure GitHub is in the right order and the team is on the same page is a must. Especially if we keep running into issues and need to reduce the scale of our game. 

Regardless I learned a lot about collaborating in Unreal and GitHub during this. In reflection these issues that occurred allowed me to learn so hopefully in the future it doesn't happen again. I am the proudest of that despite all these roadblocks we still managed to make a game and communicate with each other. I am also proud that I was able to make the level look nice with the difficulties and time restraints we ran into. 

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