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CGD Week 13 – 15: Final Pass: Materials, Unity Integration & Final Playtesting

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I have been focusing on material creation, Unity export, and level testing during this time. Stone textures with  Shader Editor   Used Shader Editor in Blender to create multiple stylised materials suitable for a low poly aesthetic, focusing on stone textures. Marked seams &  unwrapped UV maps Marked seams and unwrapped UV maps for complex-shaped models in preparation for exporting into Unity. Final appearance of the Elemental Stone Elemental Grenades Designed and modelled elemental grenades based on the concept of miniature Elemental Stones that release energy upon breaking. Created the arena walls to reinforce the feel of a ruined battleground or coliseum. Stylised material result in Blender Finished the entire environment setup in Blender, then exported all assets into Unity, where materials were reassigned and environmental details were refined. Exported into Unity Performed testing from a third-person player perspective in Unity, adjusted the map scale to suit 4-...

CGD Week 11 – 12: Architectural Expansion: Columns, Cover & Verticality

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  Stylization Reference Continued modelling of architectural structures in Blender, focusing on iterating a variety of columns and beams. Further refined and tested the level layout by adding key combat cover elements and enhancing environmental details to reinforce the ruined aesthetic. These details were designed to integrate smoothly with the overall level design, creating more engaging terrain — for example, collapsed pillars not only serve as visual storytelling but can also function as pathways connecting all three layers of the level. Environment Detail

CGD Week 9 – 10: Refining Environment: Elemental Feedback & Visual Cues

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  Stylization Reference Curved Floor Structure & Flow Validation The previously built floor structure was deformed into a curved layout. Import unity for the initial test. Then  adjustments were made to ensure the planar layout is reasonable and the player flow remains smooth throughout the map. Elemental Stone: Modelling and Iterative Refinement Started modelling the Elemental Stones and iteratively refined the shape, details, and stylization. Elemental Area: Visual Feedback Design  The Elemental Area should subtly indicate its area of effect through visual cues. To achieve this, I applied multi-layered design to the ground: The surface layer uses tiling that visually blends into the environment. The bottom layer uses emissive (self-illuminated) materials. I intentionally widened the gaps between tiles so that the glowing bottom layer is partially revealed — giving players a visual sense of where the effect zone is located.

CGD Week 7 – 8: Modular Modelling & Layered Layouts

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Started Detailed Environment Modelling Began modelling the basic architectural structures in Blender. Since the environment is set in ancient ruins, the models need to have a worn and broken brick texture. Designed old bricks as the smallest modular unit. By deforming and combining them, I gradually built larger architectural components from the small modules. Based on the previous greybox level layout as reference, I started recreating the level using the new modular assets. During this process, I considered key level design elements such as line of sight between floors, vertical connectivity, and flow between different layers, in order to finalize the vertical structure of the environment.

CGD Week 5 – 6: Level Design Begins: From Combat Zones to Map Flow

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VFX Update Based on Refined Combat Mechanics We refined the visual effects assets in response to the updated elemental combat system. Level Design – Grey-box Phase Based on design references from classic radial-style PVP maps, I used ProBuilder in Unity to build a grey-box prototype of our level. Core Level Elements : Yellow Area:  When the Crown holder exits the yellow area, the Crown will be dropped automatically. Target Object (Crown): Placed in the center of the map. Holding it continuously grants points over time. Orange Area - Elemental Area: Elemental Stones (Red = Fire, Blue = Water, Green = Wind) Attacks can activate the matching elemental area. Once activated, throwing a grenade into it will trigger an elemental reaction, e.g.:                     Fire + Water = Smoke Area (Same interaction logic as grenade + grenade reactions) Green Area - Respawn Area: Respawn Stone     Can be attacked and de...

CGD Week 3 – 4: Elemental Combat Rework: Structuring Strategy & Roles

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Iteration of Elemental Combat Mechanics After communicating with the programmer, we further refined and iterated on the Elemental Combat Mechanics. Through discussion, we concluded that allowing all types of attacks to trigger elemental reactions would lead to chaotic gameplay and be technically difficult to implement. Therefore, we decided to divide character abilities into four distinct categories: Light Attack (Left Click) Heavy Attack (Right Click) Special Ability Special Movement Throwable (only this type can trigger elemental reactions) Character Roles and Ability Design Each character was designed with a unique ability combination to reflect their role. For example, the Water character is a frontline fighter: Their light attack focuses on close-range combat. Their heavy attack pulls enemies closer. Their special movement is a dash that helps quickly and continuously close the distance. Their throwable cre...

CGD Week 1 – 2: Defining the Core: Basic & Combat Mechanics

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  In the first two weeks, I mainly worked on three key areas: defining the basic mechanism, combat mechanics, and map & environment design. 1.     Defining the Basic Mechanism At the beginning, I worked with my teammates to finalize the core gameplay concept. Based on our team's past experience and the goal of maintaining high replayability, we decided to go with a PVP shooter game. Considering our limited production time, we agreed on using a low-poly art style, which offers many compatible assets and is more feasible for rapid prototyping. From these starting points, we brainstormed and refined the following key mechanics: Game Mode: The game is divided into two teams, each with two players. The objective is to capture and hold a target object that initially spawns in the center of the map. While a team is holding the object, they gain points every 5 seconds. The first team to reach the target score wins the match. The player holding the object must stay wi...