PROCESS CASE STUDY PART 2

PRODUCTION, OPTIMISATION & OUTCOMES

 

01. Refined Production Pipeline

As we come to learn more about the capabilities and limitation of the game engine- we had to make visual decision to accommodate for faster loading of models on the platform. 

Engine lighting test results helped us decide on flat colour shading for the bulk of our designed assets, leaving 'baked in' gradient textures for higher fidelity ‘hero’ character models.


02. Character and Narrative Development

Building on the lesson plans developed for original program; we developed background stories for our characters and set designs.

This helped enriched the 3D game world and made sure that we could cater to the requirements of a Hero’s journey - no matter what story our students wanted to tell.

03. Creating Variety By Design

Having established a pipeline; the next step was to build variety into the 3D universe with diverse, fun and theme based character packs and environments.

We did this by introducing vastly different shaped models as environmental props; creating level specific textures and colour palettes, as well as recreating the more popular themes from CodeCamp 2D - ie- Candyland, Space and Lavaland.


04. In-Engine Lighting & Environment Optimisation

Bringing our assets into the Code Camp World platform was where the artist and developers shine. 

For every suite of characters and levels, we created matching Sky Backgrounds (that changes lighting - ie- orange light for sky at dusk and cold blue light for night) and Floor Textures (that affects physics and gravity- ie- more float in Space, less friction on Ice). 


05. UX and UI Optimisation

While we tinkered away with the in-platform game assets; the UX and UI team were making strides on the usability and interface design of the platform.

Seeing the entire platform come together as a functional product was one of the most exciting phases of the project.


06. Project Outcomes

The assets we created were later adapted into the 3D World Builder and AR Creators school holiday programs at Code Camp.

The entire process of designing game graphics for Code Camp World 3D has been a joy of a journey and I’m grateful everyday for having been part of the team that brought to life characters and worlds that will go on to show and inspire children the awesome creative potential of coding.


07. Acknowledgments

This project is a labour of love that could not have been possible without the help and collaboration of the incredible, talented and humble R&D team at Code Camp. Eilish Boyack for her brilliant 3D execution of my designs; Hayden Wheeler and Chris Glover for their patience and game engine dev work; Joshua Shuvalov and Carmen Famularo for their sleek, beautiful UX and UI designs; Louise Muszynski for managing us through deadlines; Josh Morgan, Martina Kainberger and Jo Thatcher for their back-end coding wizardry; Fidel Torres, Dean Mouslimani and Ambrose Hill for their front-end work; and last but certainly not least Dan Zwolenski for leading this mammoth feat of a product development project and giving us the opportunity to be part of such an incredible family.