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Temple of Fukayana

Hello, my name is Jude Peterson and I was one of the level designers on Team Opal. I was responsible for creating a section of a level that was part of an overall bigger level in the video game. In this portfolio piece we had to work with a group to create a level from simple geometry blocks and shapes also known as Blockmeshing and turn it into fully realized level with art assets included. The overall theme of the level had to be adventure and we were only allowed simple mechanics.

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What Went Right:

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  1. Flexible - When we were deciding how to put our level together and create transitions for it. My level was picked to be 3rd in line. I needed to recreate the entire end of my level. I was able to adapt and pivot. Now, I feel the end is even better then my blockmesh idea.

  2. Time Management - Team Opal was able to keep on schedule during the process of building this level. we were able to turn in our project not only on time but a day early. 

  3. Playtest Feedback - Receiving feedback from the teacher and my fellow peers, I was able to discover major bugs that were game breaking such as being able to escape the level in areas where the player is not suppose to.

  4. Teamwork - Team Opal was able to find common ground with each other and became more then just colleagues. We were able to keep each others morale up when the days began to drag.

  5. Reset Volume  - Team Opal was able to implement a death mechanic that would send the player to the nearest checkpoint after the died. It really felt like a team victory when we got it working.  


What Went Wrong:

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  1. Communication - Overall Team Opal was great with communication but towards the end it started to break down a bit. I believe it was winter breaks fault as people were getting antsy for time off from school.

  2. UV Lighting Errors  - Team Opal struggled with trying to fix the UV mapping overlap which would cause golden glow certain art assets. I even asked the teacher and even his suggestion did not work. I personally did not use these assets as I didn't like the look of it but it did make my level feel more empty in my opinion.

  3. Perforce  - Team Opal struggled with Perforce in the beginning making many mistakes on how to use this application. Perforce is software that allows us to work on projects together from any location. Team Opal still has a love, hate relationship with Perforce... 

  4. Finding Assets - It was hard to find free assets that worked with our overall theme of our level. The team had to make big changes to the overall vision of our level.

  5. Lightmass Lighting Error - Team Opal encountered a lighting error. It wouldn't let the lighting be built for the level. When creating video games we have build the lighting to create the light for the level. In video games, lighting is a bunch of systems that are put together. It turned out someone created a material with the same name as another. Once we found the duplicate material and deleted it, the error was fixed.

 

After all the victories and defeats during these past 2 months, I feel that I have grown exponentially as game designer. It is exciting as I am able see behind the curtain and see how the magic is made. I'm ready for the rest of challenges that lay ahead of me at school and even in my career. I have always appreciated games and what they stand for but now I see them in a whole new light.

Team Opal 4.2 Gold Presentation

Team Opal 4.2 Gold Presentation

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© 2022 by JUDE PETERSON.

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