I am now coming to the end of the imagined worlds project and realized i have been a it carried away in respects that I have been moving onto new things rather than documenting what I have done before moving onto anything else.
This was the initial concept art of our island which was drawn up after we gathered some reference images. I helped gather some of these images mainly looking at Wumpa Island from the Crash Bandicoot series and a couple of different island from Zelda : Wind Waker, these were used as references as we had agreed on the direction of stylized over realism.
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After we had agreed on a sense of direction and theme it was time to start discussing what we needed and where to start.
We had everyone roles picked out from the beginning which were
Aiden – Programmer
Lee – Programmer (later switched to modelling)
Robert – Concept art/VFX
Ryan – World Design/ project manager
Sam – 3D Modelling
Scott – Programming
We began by having a scrum and discussing how we could begin the project.
We decided the best way to start was to setup Trello, a shared google drive and a messenger group to help keep track and plan the project easier.
After that we began to work on our individual aspects, as follows:
Ryan started off by using creating an island mock up with the unity terrain feature.
As a lot of this project was modelling and VFX I took on making a changing skybox as my first task.
I had decided on a clock based mechanism for this which would consist of the arm and four triggers that would each have their own skybox attached and change when necessary.
I began by animating the directional lighting that was in the scene which gave me a rotating object that could act as an initial point of this task.

The way I chose to proceed was to download an asset pack of skybox images to use as placeholders and start getting the system working, I chose to start this by creating a clock like mechanism which had a block with it’s mesh render disabled to ensure it was not visible. This was attached to the directional light which I had animated earlier.
Once I had the light and “arm” animated I began to add another four cubes with their mesh render disabled and placed them evenly around the arm/light so they could be used as individual triggers.
I attached a script to the arm which detected the collisions of these blocks separately with the tags Morning, MidDay, Evening and Night, then I attached the appropriate background image to each of these and began testing.
At first I had forgotten to add a rigid-body so of course the collisions did not have a trigger and could not enter an active state.
After I realized my mistake and with a bit of tweaking I had this final result.
