Quest 4 Papa Reloaded: Postmortem

Quest 4 Papa Reloaded: Postmortem

Q4P_Cabecera

 

After seven months of great effort and dedication, Quest 4 Papa: Reloaded is finally completed. As the art department Producer, but more importantly, a member of Rumba Corp, I am very proud of the working environment and time that we have enjoyed together.

The first days were a bit chaotic. We had a few weeks to decide the design of the game, its story, and the art style we wanted to follow. Once we developed the Art Bible, things became easier, as we had a path to follow. 

Being a producer on top of an artist has been a great challenge. We had never done a 3D video game before, but the experience of previous projects helped me a lot. The first thing I ever do when I have to plan big projects is creating an Excel document. This allows me to distribute task equally, and to see the long run, to avoid focusing too much in small details:

Once everything is organized and every team member has their homework scheduled, we can start to work. In my case, I performed several tasks, from mapping and texturing to producing VFX or animating.

During the pre-production stage, I was in charge of the environments. I got the opportunity to imagine the world our characters would live in, something very fulfilling. As coloring is my passion, I teamed up with Irati to produce dialogue illustrations. Learning VFX was quite challenging as I had never done them before, but with the help of the RTIS department the process became way easier.

 As a whole, Q4P has been a great adventure that has made me learn a great deal of different skills in order to achieve a full product. Working with and organizing people has made me grow not only as a person but also as a leader, and to feel more confident about myself.

 

1 Comment

  1. Christian Daniel Semczuk Caceres

    ¡Esto se ve muy interesante! Ya tengo ganas de leer el resto a ver como acaba la historia 🙂

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