Ideation, Creation & Everything In Between
In order to try and avoid the dreaded bottle neck as much as possible I do a lot of the game logic on the previs basically using the previs assets as placeholders until I get the high resolution stuff.
While Tom is in the process of being made beautiful and obtaining a wonderful rig I used a placeholder and animated this tomato to come out of the side of the machine switched to the next camera which I have animated to follow Tom as he falls to the abyss known as the fridge.
When the asset is ready I will then play the animation from the correct and finalised Tom model and replace the placeholders with the beautiful version of everything.
When bringing Tom into Unity I was lucky that there were no problems with this and it seemed to be quite a seamless process. I remembered from my placement that if there was ever a reason for character animation not to play in unity this was usually due to the fact that the hierarchy of the animation did not match that of the placeholder.
I think that adding Tom was not only a great thing to do for the story but it was nice for myself in order to see a moving character within the scene. I had been working on placeholders for a long time and to a character with more than draft animation was awesome. I feel that this scene is starting to come together now and the character fits really well with the environment. I think that the speech bubbles are an absolute requirement otherwise it could be quite unclear to the player what is happening in this scene. I have discovered that within game play users often require a little guidance and things that are obvious to me now as I know what to do in the game are maybe not so obvious to someone new. If I was doing this again I would get more people to play the game along the way rather than just myself to try and get as much guidance as I could in order to provide a better playing experience.