OVERVIEW
There's something fun about making a game straight out of the 2000s, with modern technology.
Zoe Hunter Gordon, director of short film REXY, approached me to commission a Sims 1-like prototype. To be used in-camera, the game had to resemble a PC game from the 2000s.
The Mims has a variety of tools (for the actors to use) in order to respect the story beats.
Check out some of Zoe's other films!
https://www.imdb.com/name/nm8830798/
There's something fun about making a game straight out of the 2000s, with modern technology.
Zoe Hunter Gordon, director of short film REXY, approached me to commission a Sims 1-like prototype. To be used in-camera, the game had to resemble a PC game from the 2000s.
The Mims has a variety of tools (for the actors to use) in order to respect the story beats.
Check out some of Zoe's other films!
https://www.imdb.com/name/nm8830798/
PROJECT BREAKDOWN
- 4 months part time
- Created in Unity3D, with the help of GitFork
- Received brief and assembled team
- 1 Game Designer/Programmer, 2 Game Artists,
1 Director & 1 Producer
MY RESPONSIBILITIES
- Understand and translate film script into gameplay features
- Create Asset Briefs for artists
- Constant meetings to insure preservation of the director's creative vision
- Programming of all mechanics
- Placement of assets, respecting the architecture of the film set
- 4 months part time
- Created in Unity3D, with the help of GitFork
- Received brief and assembled team
- 1 Game Designer/Programmer, 2 Game Artists,
1 Director & 1 Producer
MY RESPONSIBILITIES
- Understand and translate film script into gameplay features
- Create Asset Briefs for artists
- Constant meetings to insure preservation of the director's creative vision
- Programming of all mechanics
- Placement of assets, respecting the architecture of the film set
Nav Mesh & Raycast
The most important part of the Sims is pointing & clicking.
So I made a raycast system to detect what you click on!
Using a mix of Unity Assets and custom assets by my artists, I built the house's architecture and set up a Nav Mesh.
The most important part of the Sims is pointing & clicking.
So I made a raycast system to detect what you click on!
Using a mix of Unity Assets and custom assets by my artists, I built the house's architecture and set up a Nav Mesh.
REFLECTIONS
This was my first time making a game for someone who is not a gamer.
I had to place myself into the more linear structure and production of a film team. It was disorientating, not having the usual deadlines and understanding that comes with student projects.
But thanks to that, I learned a lot. I learned how long things really took me, how to prioritize fixes and features, and learned to communicated my methods simply and consistently.
I'm very proud of what I managed to achieve. A million thanks to Zoe for this opportunity; I'm excited to see the film once it releases!!
This was my first time making a game for someone who is not a gamer.
I had to place myself into the more linear structure and production of a film team. It was disorientating, not having the usual deadlines and understanding that comes with student projects.
But thanks to that, I learned a lot. I learned how long things really took me, how to prioritize fixes and features, and learned to communicated my methods simply and consistently.
I'm very proud of what I managed to achieve. A million thanks to Zoe for this opportunity; I'm excited to see the film once it releases!!
CREDITS
Thanks to everyone to worked with me!
3D Artist&Animator / QA Tester:
Côme Mainguy
Côme Mainguy
2D Artist&Animator:
Max Mollard
Mimi Beckwith
Director:
Zoe Hunter Gordon
Producer:
Siona Davis
Production&Set Designer:
Billur Turan
Max Mollard
Mimi Beckwith
Director:
Zoe Hunter Gordon
Producer:
Siona Davis
Production&Set Designer:
Billur Turan