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Beta Gameplay

Technical Summary:

Having conducted some playtesting, and reaching the final deadline for Beta, we were at a point where we once again had to record the progress we had made throughout the past month. For Beta, we had so many unique changes with the different methods and sounds that it made more sense to separate each method into their own dedicated video. The benefits of having the different methods separate from each other helps us understand the lengths of time it would take to complete each method, but also show the different improvements we made to the level, UI, and mechanics as mentioned through playtests and client feedback.

Reflection

Beta Production also served as a strong period of time, unifying us in creating and designing a truly spectacular world and a fun game. Having spent nearly two months on this period, I'm super happy with everything we accomplished throughout this period. I'm significantly happy with all the new skills I've learned throughout this period and how significant testing and optimising the game can be. Although Gold Standard is quite a small timeframe, I'm hoping to take on the feedback received and enhance the game even further to deliver something truly special.​

Beta Trailer

Technical Summary:

To close off Beta, we spent the final few days working on a trailer that combined both Cinematic and Gameplay footage together to express a more fast pace run-through of the Break Out Method, highlighting the mechanics inside the game that the player can interact with and use throughout the game. To create the more cinematic moments throughout the trailer, I used Unreal Engines Sequencer to help build these transitions into the different mechanics, to create these fabrications, I used a skeletal mesh of the player that I could modify the animations of, as well as using a cinematic camera that I would pilot to get the best look for the shot we were creating. We would take the captured footage into Adobe Premier Pro, which was separated into the opening, Gathering Phase, and the Escaping Phase, to make putting the trailer together a lot easier. For the sounds included, I handed the collected trailer over to Elliot to give the flare of sounds to the trailer.

Reflection

For the first trailer I had developed and put together, I'm really happy with the results that we got through combining the gameplay and cinematic elements together. I personally think that we could have planned out the trailer a little better so we knew what shots we needed, how they should look, and whether it was a cinematic or gameplay. There are also some small inconsistencies with animations, and the shot on the vehicle could definitely have some improvements with the pace. I also feel like there should have been a bridge between the end of the Gathering Phase and the start of the Escaping Phase, just to make the trailer a little easier to follow. I think we can definitely improve upon this trailer and have a less linear approach to showing a whole method, and show off mechanics and the level more than anything.

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