OZIAS

Joanna Rodriguez

Joanna Rodriguez

Sarasota, Florida

Ozias is a fantasy exploration game about a young boy whose parents were once great warriors. They told him of an ancient tale about a slumbering dragon in the mountains. Now older, Ozias is seeking out the dragon. In this adventure, he must conquer the mountains and uncover the truth. ...learn more

Project status: Published/In Market

Game Development

Groups
2020 Intel University Games Showcase

Docs/PDFs [1]Links [3]

Overview / Usage

Ozias is a senior thesis that was created by Mary Dvorsky and Joanna Rodriguez over the course of 10 months. It is a fully interactive, playable game that showcases our passion and strength in game art and design, as well as our strong storytelling through cinematics and environment art. Our project showcases our full potential in terms of visual quality while balancing strong game design to create an immersive, memorable experience.

Tean Member: Mary Dvorsky https://devmesh.intel.com/users/mary-dvorsky

Methodology / Approach

The first thing we did for our game was Pre-Production. In Pre-Production, we planned out our level layout, gameplay, gameplay mechanic, and design. We began by creating a strong story, a game mechanic that worked well with it, an obstacle, and an objective. From here, we created visual development to turn our ideas into visuals.

After finishing our visual development and closing any holes in story, gameplay, and design, we began greyboxing our game. We created our game in Ue4 where we use the level blueprint and character blueprint to create the game mechanic.

We also utilized the UMG system where we created macro nodes for text objective and dialogue. As we expanded on the game design, we ran into bugs, and had to bug fix. This took a large portion of time as this was essentially the bones to our project.

Once these bugs were fixed, we began the audio process that involves voice acting, ambient sounds, and our music. This was crucial in that the music would determine our tone for the game as well as the voice acting.

Next we had to decide what assets and materials to make. We divided up the work so it was balanced. We wanted to make sure that our environment was strong, detailed, and showcased the mood and emotion we tried to convey. This took a long process as we had to make sure that the assets we imported wouldn't mess up with any collision, trigger box issues.

Our final step was refinement. We had to make sure our assets were high fidelity and that overall was cohesive throughout the game.

Technologies Used

Unreal Engine 4, Autodesk Maya, Zbrush, Substance Designer, Substance Painter, Mixamo, Photoshop, Adobe Premiere, Adobe Audition.

Documents and Presentations

Collaborators

There are no people to show.

Comments (0)