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Production

During Production, I will be following the planned out segments of the pre-production for an organised execution of the game. This will allow for ease when developing the game as well as to document each development stage with images and footage of the process. Additionally, when the production is finished, providing a fly-through of the entire map and the ideas/mechanics that were implemented.

Production Slides

Production Analysis

Throughout the production of my levels within RAGE RUSH, I asked myself what I am capable of doing and what I cannot currently like "What mechanics do I see within my level, but am unable to recreate?". Using this self-reflection, I was capable of identifying what was do-able and what wasn't; mainly through trial and error. Exploring Unreal Engine and utilizing the assets I had been given within my Fall Guys game, I was able to create mechanics fitting of the vision I had for the game. This was done through either learning new mechanics using YouTube tutorials or forums as mentioned within the slides above as well as using old skills learnt throughout the past year of the course.

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Additionally, the mechanics crafted and the knowledge gained from their creation is useful for future projects/mechanic creations. Within RAGE RUSH especially, I plan to reuse some mechanics such as the "checkpoints" and "sequencing".

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