Week Four we finally began to finalise the story, myself and the others working on the story started to write up the character bios so that the designing could commence. This was important as the characters were a very important part of the both the game and web-series. I tasked those who wished to design characters with first creating a collection of silhouettes. This was decided so that as a team decisions could be made on what direction we want to see the characters move in. Sadly I feel that most didn't have the confidence in their skills to go away and begin designing. This was made apparent as the following week was spent by most, procrastinating trying to gather inspiration and reference.
Week five came round as we approached mid semester and work seemed behind schedule, the silhouettes were all but few, the story was still being tweaked, models hadn't even been started and everyone seemed to be losing focus. Most of the artist needed some help getting on track, so to help out Dave Ryan one of our amazing art teaches decided to do a small workshop presentation to help those who were struggling get the push they needed. For the most part it worked and everyone began working and come week six we began to see some great designs. Steve Lang was pushing out some fantastic designs and seemed to be working rather we'll so i appointed him to be in charge of the characters design and consistency as he a curtain geometric style that gave it a nice animated feel.


I was confident that the characters would look great but i needed to get onto the modeller to find out why no work was being done. Realising that there was no asset lists created i sat down with Jack Dabrowny and we began to analyse the environmental concepts we had to form an assets list. This ended up taking longer than expected as i was constantly being called away to help someone or give my consultation on something. Eventually Jack took over and got the assets list written up and on pivotal tracker so that the modellers could begin work.


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