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Gold Standard

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.​

Vertical Slice Trailer

Technical Summary:

As mentioned in the client brief, we had to produce a Vertical Slice Trailer, showing off the game we had spent the last 6 months developing. For this trailer, I took advantage of Unreal Engine's Sequencer to make some more cinematic and the ability to fabricate specific events for the trailer. I also used the First-Person perspective we'd recently added to give a certain charm to this trailer. For this trailer, I developed an outline for this trailer, following the steps mentioned when I did some research into how to make a good trailer, the steps really helped when working on this trailer allowing for me to be quite prepared for what I wanted to include.

Video used to help with this trailer: https://www.youtube.com/watch?v=4CSYA9R70R8

Reflection

This was such a fun trailer to develop, really leaning into something I haven't really done before. I think this trailer is a step up from the last, feeling a lot more cinematic in comparison, and helping to really show off a lot of the game, but in the same humorous way that the game is portrayed. I do feel like the first person footage does pull the trailer back, having it also be sped up since it wouldn't fit in the timeframe I wanted it to fit, but the moments that really shine is the back of the trailer, having that humour and suspense I wanted to build.

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