I’ve been working on this project for about last three months, so it’s really hard to be critical about the work that I’ve been making for so long, trying to finish every detail to the high standard. At the end of the process I am very happy with it, but I can also see some weak points and areas for improvements.
For the most of the project I’ve been struggling with time, which pushed me to do several thing differently than I’ve planned (I haven’t used SpeedTree, gave up on baking down HP to LP etc.), but it tought me that sometimes we just have to carry on with what we have. I’ve still managed to get the wanted result, but instead of using a shortcut I had to work harder and find another way around it.
Because of time, I also had to use few assets from the marketplace in order to have a properly finished product, but I believe, that if given some more time, I would be able to create similar assets by myself.
However bad it may sound, I’ve been able to successfully produce a substantial amount of work and finish everything on time. I have also succeeded in recreating the real-world location and use its terrain as a base for my own design. From the beginning I’ve been working on a well-planned level design and was able to fully create the entire scene on time.
During the production I have been making many important decisions, including a significant change in colour from light to dark. I believe this improved the general mood and atmosphere, but probably also had a small negative impact of visibility and clearness of the level as well.
I am not as good at technical work and optimization, which definitely needs some improvements. At the end my work was running smoothly at constant 60 frames per second, but that’s not all I should be worried about. I’ve been struggling with lightmaps and lighting in general, so I am not happy with some parts of my work.
During the project I have also successfully managed all my files with naming conventions and folders. It may sound unimportant, but when working on a big project like mine, it becomes a crucial responsibility.
During the entire process, I had several major problems. The most crucial was the baking down a high poly to the low polygon mesh, which wasted some of my precious time and I still couldn’t get it right. At the end I had to work around it and get the similar result by using completely different method. It didn’t work out as bad as it sounds, but a successful bake would change the result dramatically.
In the overall, this project had a huge impact on my future, as I’ve been able to work on my strengths and weaknesses. It also gave me an opportunity to work on a big scale like never before, at the same time pushing me to improve in many aspects.



