Akhet
by Pyramid Scheme Productions, 8 person team February 2014 - May 2014 Akhet is an Egyptian-themed first person shooter that centers around a stockpile-like capture the flag game type. Akhet features two teams comprised of servants of Ra and Anubis. The gods' servants seek to acquire the magical canopic jars, as the jars are needed for Anubis and Ra to maintain their power. The team who is able to strengthen their god the most (capture the most jars) dismisses the opposing team from the tomb, laying claim to the sacred grounds, and wins the match. My Role: Art Lead Created art assets for Akhet, as well as worked with the rest of the team to maintain a unified art vision for the game while also discussing game ideas with the rest of the team. Lead responsibilities: - Lead a two artist team - Upheld the art direction throughout development by reviewing and critiquing assets to ensure consistency in quality and style - Managed art tasks and maintained project scope - Art documentation - Facilitated art pipeline - Worked with other departments to ensure art assets were implemented correctly Art responsibilities:
- Helped concept characters, weapons, and environment - Modeled and textured majority of environment assets, and created statuary using character models created by the team's other artist - Created all particles for characters and weapons, as well as all environment particles excluding the particle for the jump pad - Created all assets for the HUD - Made animations for the Gauntlet Gun weapon - Texture polish on weapons created by the team's other artist - Special effects on weapons and environment assets done through material setup - Designed marketing materials including game box, CD label, and game Logo |
Mini Postmortem:
What went well:
- Self-teaching and finding tutorial resources during development - Asset iteration that allowed for more assets to be created and polished as time permitted - Organic development allowed for a cohesive style as well as some flexibility during development |
What needed improvement:
- Having more knowledge of the engine in advance, instead of learning it while developing - Communication between artists so the style could be more cohesive - More feedback from testers about lighting and conveyance |
What I learned:
- Iteration done quickly can increase the overall productivity of the team - Prioritization is important, and not prioritizing something properly can impact the whole game - Good communication is key in working even on small teams |