Initially, me and Deacon used Discord to communicate ideas to one another due to its flexibility with functions such as VOIP, chat and document sharing. This was useful throughout the design process as we were able to freely add to this chat without the other person actively having to be present. Deacon also created a Trello board for us to access to add goals and progress updates throughout the project. We would document progress updates on our Powerpoint as we individually added research to the project. After class we would meet and share ideas and discuss how we were proceeding.

For my own input on this project, it soon became apparent that I was stretching myself quite thin. I initially wanted to design a number of elements such as the in-game inventory system, larger environments, health and sickness mechanics, cover artwork, concept art and a fully rendered and lit introduction to the game with an original soundtrack.

A building in Manchester i took reference photography of that went unused. 
This model was to be used in the introduction cinematic but the scope was too wide for this to work.
Eventually we realised due to our small team size we weren’t able to have the scope and ambition that we had hoped for compared to some of the other teams due to their larger groups. By reducing the workload, I was able to focus on the assets I felt were most important for my contribution and allowed me to give them a greater emphasis within the project and give suitable polish to them.

Reference photos for envrionments. 
Potential textures to import into Substance and Photoshop for Alphas.
I created an asset list and a workflow to keep on track with my contributions in Excel and used it to prioritise specific elements. I also created a photo album of reference materials such as buildings and potential textures that I could import into Substance Painter.

