We can't be done....wait...Seriously?
Haha that's how everyone on the team felt at the last week. We had to wrap up a lot of loose ends, add in the time for marketing materials such as the cover box art, instruction manuals, posters for SIGGRAPH. Granted much of that seems like Producer-work, but they needed help rendering Chris (the main character) for promotional materials, so I came in and handled most of that. Amazing how many last-second opinions you can get on work you've done months ago (Hmm, maybe his jacket looks a little funny there...Is that a seam?, etc. haha). Crazy how 6 months can just fly by, but yet I look at all the work I've done: 2 characters, 10-12+ prop assets, lighting, texturing, editing materials, concept art. It's quite a big sum of work. Kudos to the other artists as well, they definitely held their weight and gave a lot of time, heart and soul to the project.
The Nexus final presentation last Friday: Wow.
I have already thanked the team personally, but I'll say it again: We had an excellent, clean presentation. I was very proud of the work everyone did. The demo had no hiccups, nothing dragged on or looked boring, and the story and gameplay moved at such an engaging pace that I think the audience forgot this was even a student demo. It just felt professional - That was our goal, that's what we wanted, that's what we strived for. I think we nailed it. Thanks again to the team for all of the hard work and for everyone who came out to check out the game!
So now I'm in the internship-applying process. I'll wait and see what happens. If nothing comes up, I'll be spending another semester at FIEA just working on my skills. Maybe I'll update more often then.
That's all for now