Trapped GOLD- Production blog 4
Hello everyone and welcome to another installment of the bi-weekly sprint reviews! My name is Dylan Levy-Gantt and I'm the producer on the current 495 GOLD game, Trapped! I'm super excited to share the progress we've made over the past sprint and I'm proud of the team for their hard work and dedication. Without further ado, let's get on with our sprint review!
To start, let's talk about MY job.
Below is the sprint review statistics for our Trello where we can see the average workflow point values that come out of such a productive sprint.
You can clearly see for sprint 4 we had one of our less performing sprints point value wise. However, that doesn't mean there was little progress made in the game because there was a ton!
Looking at our average point value arrow, we are clearly going to be working up until the end of development which means we gotta stay busy. Zach and I are on the prowl looking for possible corners we can cut within development and we are on top of it. We had to cut one of the maps we were going to do which opens up the door for us to solidify the maps we already have. This will lead to more polish and hopefully a better experience for the user.
Now lets talk department-specific tasks and work!
First, we have PROGRAMMING with Josh Knapp.
Absorbing the augment.
Augment placeholders above the health bar.
Josh did an amazing job this sprint working on the next feature we want into the game which is the augment system. Josh is always a super hard worker and this progress is great to see!
Next, we have Tristin Rond.
Experience orbs +explosion to understand what you get when you kill an enemy.
New Boss enemy that spawns in during your run.
Tristin has been such an amazing part of the team and it's been amazing watching him pick up tasks and kill them like they're nothing. This allows us to have faith in him and to plan around his workflow which has been constant and helpful.
Next, we have Trevor Davis.
Death screen.
Skill tree.
Achievement page.
Trevor has picked up the pace so much over these past couple of sprints and his work has been amazing to watch over and get into the game. Without Trevor's hard work, solid pieces of this game would not be where it is without him.
Next, we have LEVEL DESIGN.
First, Xander Johns.
Ocean map locked in.
Mountain Spires skybox.
Huge shoutout to Xander for his hard work this sprint, he also got some audio in as well but that is tough to share on a web post like this. Just imagine an ocean atmosphere.
Next we have our other level designer, Conner Howard.
Lost city locked in!
Buried Temple skybox.
Meteor map skybox.
Conner has been a super hard worker and it shows in his levels. He clearly knows what he wants the level to feel like and always is bouncing ideas off people to make sure it works. Awesome stuff.
Next we have ART/ANIMATION.
First up, Alex Miller.
Last playable character icon + glow.
Enemy 1 + 2 walk cycles.
Alex did awesome this sprint and is always kickin ass. Huge shout out to Alex for the amazing work.
Next up we have Andrew Sloan.
I mean look at this stuff, we have icons for a bunch of assets now and we couldn't be happier. Andrew really pulled through this time with the images and we couldn't be prouder. This looks awesome!
Next we have MODELING.
First, we have Mark Hudson, our environmental artist.
Mark also really pulled through this sprint with a bunch of miscellaneous assets that the level designers are going to have fun with adding to their levels. This is a great step in the right direction for Mark but there is still work to be improved on so we look forward to the upcoming sprints!
Next, we have Deniz Camat, our character modeler.
Shield enemy 2
Deniz unfortunately has only done one model this sprint but the quality is there and we are excited to see it animated and sent into the game.
Lastly, we have our amazing +1 to our team, Eder Ayala. Eder is a roaming rigger that helps all teams that need it in the meantime and we got some awesome animations from him as well. Here they are below.
Shield enemy attack.
Shield enemy idle.
Shield enemy attack.
This was awesome to see and huge shoutout to Eder for giving us such crisp animations for use in the game.
Wow okay! That was a lot of stuff. I want to personally thank everyone who is taking the time to read these as they do take quite a bit of time to show off all the amazing work the team has done so I am grateful.
For everyone at team Trapped, this is your producer Dylan Levy-Gantt signing off until next time for sprint 5. Thank you!
-Team Trapped
Files
Get Trapped
Trapped
Escaping from the past
Status | In development |
Author | CAGD |
Genre | Action, Survival |
Tags | Character Customization, Fast-Paced, rougelike, Sci-fi, Singleplayer, Third-Person Shooter |
Languages | English |
More posts
- Design Postmortem- TrappedMay 23, 2021
- Trapped GOLD-Production blog 7 PostmortemMay 19, 2021
- Design Dev Log 6 - TrappedMay 06, 2021
- Trapped GOLD-Production blog 6May 05, 2021
- Design Dev Log 5 - TrappedApr 22, 2021
- Trapped GOLD-Production blog 5Apr 21, 2021
- Trapped GOLD-Design blog 4Apr 08, 2021
- Trapped GOLD-Design blog 3Mar 25, 2021
- Trapped GOLD-Production blog 3Mar 24, 2021
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