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final evaluation

for my final evaluation, i decided to answer some questions that would help me reflect on my work and help me think of the most efficient ways to improve my skills so that i am more capable of producing better and more high quality work.

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the terrain, sky-box, and the rain were all created on Unity. however, we created everything on maya (that includes the assets and the buildings itself), and so unity looks quite empty.

3d environment

question 1

How closely does the environment you have created resemble the environment you planned at the beginning of the project. What about it is the same and what is different?

answer

the environment design isn't fully finished. we've set up the terrain, the sky-box, and rain to unity but due to jasmine and i working on our level design in unity, it has left our environment to look more empty than we expected it to look.

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the reason why this it isn't fully completed is because i had no experience with unity or maya before this assignment and i only developed my skills during my classes that i learned unity and maya. another issue i had was that i could only access maya and unity in college as i tried to use the same software at home and it was unsuccessful.

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i encountered a few problems while designing my assets and building for my level design, but i quickly learned how to use maya and as i am a fast learner when it comes to trying out new things.

 

even though we didn't finish our level design i was happy with the results of my part of the level design that i created and the assets to go with it considering it is my first time that i've had to learn and adjust to the software. i tried my hardest to use maya and i am proud with the assets and building that i created and had as a final result.

audience

question 1

Consider your target audience - how much would they enjoy traversing through the level?

answer

i think that with my target audience they will enjoy the level because i have used the results from the survey to make a level design that suited the answers best.

 

i think that they will like the fact that i have made the ground floor of my building open planned so that when people are exploring my level design they will be able to view more of the world as they will have more space to look around.

 

i think they will like the level design and the assets that i created as it fits with the cyberpunk theme, but they may not like my level design fully as it is right now due to it not being fully completed.

 

although my building and my assets have been completed, i didn't have enough time to add more detail just like i wanted to, but i have tried to work with the time that i have had to make as much as i could.

question 2

Which part of your level do you think the player would most enjoy exploring and why?

answer

i personally think the players will enjoy exploring the exterior of the level design rather than the interior. this is because jasmine and i spent more time making the exterior more detailed so that players could feel like they were in a proper city environment.

question 3

Are there any areas in your level that you think your audience would find boring or too difficult to navigate? 

answer

the level design we've created is not difficult at all. i think that as there are no tasks or enemies to interact with it people may find the level boring, but i think people will like the environment that we've created and it will intrigue them. this is because they are in unknown surroundings which will make them want to explore our level that we've created.

genre

question 1

When creating your blueprint - what design choices did you make with your for genre in mind? (Consider perspective, setting (interior/ exterior), terrain, lighting, water)

answer

i considered my environment and i knew that the setting would be in a cyberpunk city. i considered this while i thought about my level design when it came to the interior and exterior design, the terrain, lighting, and water.

 

it was difficult to work with terrain and water as the level design is meant to be in the city and so the environment would be man made and not natural.

 

terrain such as hills and rivers couldn't be included due to this so instead i made it so that the ground was flat and made it look like more realistic so that it looked like it was in a city.

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the level design is intentionally dark and i added neon signs that had a matching neon light shining out of it, so that the lights from the signs would stand out on my level design.

theme

question 1

What aspects of your level make your theme recognisable for the player?

answer

i have made it so that the majority of the environment is recognisable to the player. the building that i created was a basic l shape building which is open planned. this is so that the player can see more of the level design in which i have taken part in creating.

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i made it so that all of my non organic assets are recognisable such as the signs and the bins while my organic asset (which is my futuristic plant) is un-recognisable as i wanted to make an asset in which was unusual and unique. 

 

this is so that the player who is on my level design takes interest in my environment more as they will want to see what other assets are unique on my level design.

3D ASSETS

question 1

How closely do the assets you have created resemble the assets you planned at the beginning of the project. What about them is the same and what is different?

answer

one of the non organic assets such as my bin stayed the same but instead of adding a sign to the side of it i decided to keep it plain. this is because i wanted to make my non organic asset basic so that it wouldn't take too much focus away from my other assets (organic and non organic).

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