Compass Texturing

Problem: How would members of the rebellion navigated in 1875? Would the power of the tesseract have changed their access to technology?

This week we continued developing our compass, we focused on preparing the model to be textured. The main skill we learned was how to pelt map the model, this involves creating a seam for the texture which can be seen as the blue lines in the images below. We had to ensure textures would not be stretched when they were applied, this involves setting the model’s texture to a checkered pattern in the UV editor. Many surfaces didn’t need to be pelt mapped and could be mapped using Quick Planar Mapping.

2nd Compass 12nd Compass 3.png2nd Compass 2


Tri count: 834

Audio Narrative

Problem: How could sound be used in 1975 to tell a story/narrative in your bunker?

For my project I will be adding an audio log into the bunker environment I create, the audio log could be dialogue between two characters from the game or it could be a monologue from a single character. The purpose of this audio log is to give context to the player and explain the world they are in to more detail, it can also give the player more insight into the characters of the world. The audio logs are a good opportunity for world building and explaining aspects of the story, especially as the alternate history setting can be unclear if not explained, by implementing audio logs I can inform the player of how this world differs from our own and what makes it interesting.

When developing this audio log I would have to consider potential problems, such as the type of language used, when writing the script I paid close attention to the type of language I used and avoided using colloquialisms that wouldn’t have been appropriate for the setting. Whenever I was unsure of a word or phrase I researched the etymology to see if it was something which was appropriate for the late 1800s setting. When making this audio log I will also have to consider duration, I want the audio log to be relatively short so that the player doesn’t lose interest and so that they can explore the entire environment without having to wait for the audio log to finish playing after they have seen everything the room has to offer.

There are several methods of incorporating audio logs into our bunker, the main two that interested me were some kind of phonograph-inspired playback device and an interactive book which plays audio of what is written on the pages as if the character is imagining the writer’s voice. Both would require editing outside of just trimming the raw audio, the first would require use of the equalisation tool to lower the quality and make it sound closer to audio playback of that era. The second would require a slight reverb effect and the subtle sound of writing to convey that the audio heard is what has been written on the page.

The character for my audio log would be the bunker’s cook, I left them unnamed as their name is never going to be mentioned in any form. The character is a slightly gruff man who is writing in a journal about an issue with supplies which needs addressing. The second half of the script is his reaction to the resolution of this problem. The script will have several contractions as the character is a more casual speaker.


Part 1:

“The pantry is beginning to look a little barren, at this rate I think  we’ll run out of food within a fortnight. The troops’ll have to make some extra raids, otherwise the best I can do is just to ration the stuff, and they’ll hate that. Even if I did it’s only a temporary solution anyway, we need to do something about this pretty soon or being shot’ll be the least of our problems.”

Part 2:

“The recent raids have been a great success, now we’ve got plenty of food for the coming months. I’ll never forget the looks on their faces when I told them we could stop rationing it. This was an great lift to all our spirits and it was well overdue, maybe we will win this war after all.”

In the both parts the speaker will have a gruff voice and be quite serious whilst remaining informal. In the first part the speaker will be more straightforward about what they’re saying, however in the second part they will be slightly happier due to the positive outcome.