Pre PGF Crunch


In the weeks leading up to PGF it was all hands on deck for development on Lux. Having started from scratch at the beginning of the semester we had a lot of ground to catch up on the other teams show casing their builds. I worked on the poster for our teams booth, the terrain for the level, a handful of models to populate the scene with, and a few particle effects. Casey worked on 3D models to populate the scene with. Florian worked on the majority of the scripting and really made up for lost time. He managed to get the main quest systems, player controller, and bullet mechanics all working perfectly. Cassandra worked on the player and npc models, creating some great textures.

Sean Smith - Art Lead on Lux

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