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Wills

Wills Martin Postmortem

Overall I think I performed pretty well this quarter. I was able to get a lot of effects in to increase the quality of the game. I am particularly happy with how the fireball effect and the lightning effect turned out. I was able to work on shaders as well which is something I don't get the chance to do as much as I'd like. I was able to get everything done that was asked of me without stretching myself too thin between classes, though this past week I wasn't able to put as much time in as I'd like due to CS451.


I think the biggest issue on this project was with lighting. I wanted to the lighting of the project but unfortunately unity no longer lets you bake lighting onto prefabs so due to the procedural nature of our game I couldn't bake any lighting. I spent the bulk of one of my weeks trying to get either light maps or light probes to work with no success. Another issue I had was with communication. Because I was a developer but was primarily doing visual effects I often felt like I was stuck between two teams and didn't get enough communication with artists. One issue I had with my own performance is also related to communication. There were a few occasions in which I think certain things could have ran smoother if I had talked to someone earlier but didn't.


I've learned a few lessons from this project, one of which is of course that you can't bake lighting onto prefabs in Unity. The other one is to choose a rendering pipeline early and that the Shader Graph only works with a scriptable rendering pipeline.

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