Final Year Project – Progress Videos

Progress videos were recorded continually as the project advanced and uploaded to YouTube, this enabled the project supervisor to track progress and for feedback to be obtained from all audiences.

I have highlighted the noticeable changes between the videos.

The full playlist can be viewed here.

1/7 – 8 Feb 2012

  • General building shape constructed with exterior door/window openings.
  • Window/ Entrance door frame constructed in 3DS Max and inserted into Source SDK.
  • Temporary textures used.
  • Temporary lights to illuminate environment.
  • Interior layout constructed through use of the architect floor plans.
  • Pillars positioned.
  • Door interaction testing.

2/7 – 21 February 2012

  • Desks in open area sized up correctly and positioned accordingly.
  • Glass added to containing doors.
  • Texture creation (skirting, roof tile, wood, dividers, brushed metal).
  • Texture scale adjustment.
  • Exterior Textures.
  • Reception desk constructed from SDK brushes and textured accordingly.
  • Lift and general structure implemented.
  • Key models converted from Counter Strike Source game to Half Life 2 directories.
  • Sign fonts determined.
  • Light experimentation.

3/7 – 28 February 2012

  • Stairs construction commenced.
  • Overlay testing.
  • Map optimisation.
  • Exterior enhancements.
  • Computer models created and placed in computer rooms.
  • Signs implemented for ease of player navigation.
  • Lighting changes.
  • More 3DS models created.

4/7 – 6 March 2012

  • Projectors incorporated with white boards.
  • Rooms 006 + 007 filled with room décor.
  • Entrance gate models created.
  • 3 seater and single seater open area sofa models created.
  • 016, 017, 018, 019 room decoration.
  • More 3DS models created and placed.

5/7 – 21 March 2012

  • Lift finished, floor movement, button interaction.
  • Optimised map to improve performance.
  • Disabled shadows on models not requiring them.
  • Lighting throughout first floor placed and adjusted.
  • Glass translucency improved via texture opacity changes.

6/7 – 6 April 2012

  • Roof light model created placed in correct locations throughout ground floor.
  • Lighting aligned with light models.
  • Complex stair model created and implemented.
  • Overlays produced and placed in respective locations.
  • Swivel chair model placed throughout map.
  • Bug fixing.
  • Game_text entities implemented to allow message sequencing.
  • Exterior-Interior sliding doors.

7/7 – 13 April 2012

  • Animated projector texture creation
  • Exterior pathway placed.
  • Bump map normal applied to skirting boards.
  • Introductory message entity implemented.
  • Made changes based from user feedback.
  • Further bug fixes.