From my previous post, I had painted a sunflower indicator for the ground and also UI, and Asa Booth worked on a potted sunflower, using my art as reference and inspiration to stick to the style and theme of the game. Below is the final textured plant, which I believe is very faithful to how I had envisioned it to be.

For the Ninth week I completed another painting for a children’s poster inspired by the Space theme and referring back to the art style of both the bed texture and dinosaur poster I created. I am rather pleased with this one, but I think I could have painted the reflected lighting better on the glass window as well as cast shadows in a different way.

Asa Booth again added the texture to the deformed plane and masking tape with the same technique and I think it works really well. The final poster can be seen below.

As for the game, I stayed at university with Asa Booth to playtest some of the game and also rearrange the scene and help with art direction and lighting. The notes below are mainly the changes I was present for and aided Asa with, suggesting ideas and solutions.
02/05/2019 Notes on changes (written by Asa):
- Removed coins around the chest due to the player not being able to pick them up.
- Changed the enemy path blueprint so that the mesh always faces upwards.
- Added a mesh specifically for the enemy path blueprint.
- Changed and added the texture for the enemy path material.
- Adjusted the room as the desk didn’t fit under the window – the drawers are now under the window instead.
- Changed the lighting to give the scene more warmth and to match Anna’s concept art.
- Removed some assets from the scene that aren’t being used.
- Removed any unused materials.
- Removed some unnecessary lights for optimisation purposes.
- Removed the lights on the ammo pickups as they are heavy on performance.
- Added folders to the world outliner and organised any important elements.
- Adjusted the bubble material so it looks more like water.
- Applied the same bubble material to the ammo pickups for clarity.
- Removed some unused blueprints.
- Fixed plant watering.
- Added reflection captures to the scene.
- Added walls behind the door so the player can’t see the skybox.
- Changed the scaling of the floor so that the texture isn’t stretched.
- Fixed the texture coordinates of the floor material so that the normal and RMA matches the albedo.
- Added a pulsing emission effect on the coins to bring attention to them.
- Changed the level to accommodate AI paths and changed the AI path splines.
- Implemented the planting tooltip so that players know what button to press to plant a sunflower.
- Added proximity-based dialogue pop-ups to the dinosaurs that help the player learn the game.
- Added UI for the keybinds onto the main menu.
- Added Lava_Lamp_01a and material.
- Added Fish_Bowl_01a and material.
- Added a new animated plant material.
- Fixed the material for the curtain so that the subsurface scattering works correctly.
- Changed the collision on the beanbag so that the navmesh generation works nicely with it.
