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Welcome to the Hart’s
Hollow Team!
Contact Info
Ryan Sellars
Business/Creative Director
912-513-1515
rtsellars@gmail.com

Nina Park
Producer
808-393-1889
ninacpark@gmail.com

Matt Doucette!
Lead Programmer
matt@mattdouce.com

Max Benjamin
Lead Designer
maxbenj@gmail.com

Sunny Sattari
Producer
818-554-2882
sanazsattari@gmail.com
Team Structure

aka who to contact first if you have any questions.
Remote workers (i.e. riggers and sound designers), Nina is your best
bet and generally will get back to you within a couple of hours.
Team Structure – 3D Artists
• Tom, Alexis, and Randy are our dedicated texture artists.
• Everyone else can both model and texture if they wish (ask the above
3 if you need help with texturing)
• If you feel unsure about doing hand-painted textures and want to
learn (DVDServer > 3DMotive >
3dmotive_handpaintedweapontexturingcourse)
What we expect of you
• At least one low-priority asset finished every week (5-7 hours)
• Hero asset = 2-3 weeks approx.
• Character = 2-3 weeks approx.
• A screenshot/model sheet of the completed asset also up in copy
(jpg)
• You’ll have your own folder with your name on it in Copy. Within your
folder, each asset you do has it’s own folder that has
• 1) the mesh
• 2) all the maps the mesh needs
• 3) a screenshot showing several angles of the mesh with at least diffuse on
Programs and
Tools We Use
Google+/Google Hangout
• We’ll be using Google Hangout for team meetings as you
can vidchat with more than 1 person and screenshare.
• Make a Google+ account and friend at least all the leads
on it.
• If you don’t like Google+, well . . . too bad D:<
Copy
• Basically like Dropbox except better cause you get 15 gigs
instead of 5.
• Refer people so you can get more :D (5 gigs for each person
who signs up)
• You might have noticed that you don’t immediately have the LoHH
folder in your Copy folder even after downloading the desktop program
to your comp.
• Do not panic. We will fix this.
• On the desktop app, find the preferences for Copy.
• Go to sharing. There should be the LoHH folder listed there.
• Right click > Accept sharing
If that doesn’t sync it:
•Go to Copy in your browser
• Find the LoHH folder (either in Shared With Me or blubot)
• Click on the LoHH folder
• Click on Actions in the upper right of the screen
• Select “Start Syncing”
• Bam. You’re done.
Unity Basics
• Creating/Using a Project Folder
• Explanation of the Windows
• Importing Meshes
• Prepping Your Mesh for Level Design Use
• Renaming Assets
• Moving Meshes in the Level
• Game Objects
• Hierarchy Organization
Creating a New Project Folder
• A Unity Project Folder is basically
like a Maya project folder.
• It’s where all your stuff goes and
where the scene file will reference
meshes, textures, materials, etc.
• When making a new
project, import all of the packages
listed (they’re the default ones
Unity gives you)
• If you are making an entirely new
project folder via your computer
window and not Unity, remember
that the folder you choose has to
be completely empty.
Creating a New Project Folder
• After the project folder is
created, Unity will make a
folder on your comp (in this
case the project is called
nina_testStuff)
• The “Assets” folder is the only
one you mainly have to worry
about and where you’d put all
your meshes and stuff.
• You can create folders within
folders in the project (either in
Unity or simply in through your
comp)
2.

1.

5.

3.

4.

6.

1.
2.
3.
4.
5.
6.

Hierarchy: Works like the Outliner in Maya. Able to rename stuff. Drag and drop stuff into Empty Game
Objects (like null groups in Maya)
Scene: What’s in the level. Pretty self explanatory
Game tab: Clicking on the Play button at the top of the screen will take you into the Game tab (which is
like the Play in Editor mode in UDK)
Inspector: Shows basic stats/info/attributes of what you’ve selected
Project: Everything that is in your project folder
Console: Like an error log. If anything goes wrong and the level can’t play, check the Console tab. It might
help you to figure out what’s wrong
Importing Meshes
• Before you are ready to import your asset into Unity, there are 2
questions you must ask yourself
1.
2.

Did I do all the technical stuff before exporting? (del history, change
pivot pt, freeze transformations, etc. The same steps you would take
before importing into UDK)
Is it named correctly according to the naming conventions?
Importing Meshes
• Right click in the project window > Import New Asset > Find your
asset
• After importing meshes, it is very important you follow these next
steps
Importing Meshes

Click on the mesh in the project window so that it shows up in the Inspector
window.
Importing Meshes
• Click on the Model tab
• Normals = Import
• Tangents = Import
• Materials = “Import
Materials” is unchecked
• Hit apply
Importing Meshes
• Click on the Rig tab
• Change Animation Type
to “None”
• (this is only applies if your
assets is not animated in game
of course)

• Hit apply
Importing Meshes
• Click on the Animation
tab
• Make sure “Import
Animation” is unchecked
• (once again, only applicable
if your asset does not move in
game)

• Hit apply
Prepping Your Mesh for Level Design
Use
• So now you have your asset in
engine, but hold up a sec, we
ain’t done yet
• We need to prep the mesh to be
ready for our level designers to
use
• i.e. we need to add simple collision
to it and make it a prefab

• (this is only a step or two more I
promise)

This fence model doesn’t have
collision so our rectangular
player pawn goes right through
it.
Prepping Your Mesh for Level Design
Use
1.

2.

3.
4.

1.
2.
3.
4.

Click on the asset in the Hierarchy.
Look over on the Inspector.
Click “Add Component”
Add a simple collision mesh by going down to physics
Prepping Your Mesh for Level Design
Use

5. Go down to Physics
6. Choose the collider best suited for
the mesh
5.

6.
Prepping Your Mesh for Level Design
Use

7. Exact dimensions of the collision
model can be tweaked in the
Inspector window
Prepping Your Mesh for Level Design
Use

8. Drab the mesh with the new collision on it into the project window. It
has now become a prefab and should have the “.prefab” extension
9. Rename if necessary
Now you’re done :D and this prefab is what our level designers will
actually use to set dress/block out the level
Renaming Assets
• Via the Project Window: click on its name in the Project Window.
Then wait a bit and you can rename it. (basically like how you rename
things on a Mac)
• Via the Hierarchy/Inspector Window: Click on the asset in the
Hierarchy. Rename it in the Inspector Window. (Or right click and
select “Rename” in the Hierarchy)
• Note: this will only rename the individual asset in the level. Not all assets of
the same type
Moving Meshes

Default, imported pivot

Temp, changed pivot

• You can temporarily change the pivot point of an asset.
• Hold down the “v” key and move your mouse around. Doing so will snap
the pivot to a vertex on the mesh
• Hold down the “v” key and hold down the LMB and move the mouse.
Doing so will snap the mesh to the vertex of another mesh (e.g. You can
use this method to snap an asset to the terrain)
Game Objects
• Game Object menu is found near
the top of the screen
• Contains lighting and game objects
(which are simple geometric
meshes. Kinda like BSPs in UDK.
Good for blocking out stuff but you
don’t want them to ultimately
remain in scene. Also useful for
creating invisible walls in level)
• Empty Game Obj: Useful for
organizing and grouping things.
(Like a null group in Maya)
Hierarchy Organization
• Use empty game objs to help with
organization and grouping in the
hierarchy
• After making an empty group, in the
Hierarchy, drag things into the group
Miscellaneous
• You can make prefabs of stuff by dragging them into the Project
window
• If something is a prefab, its name will turn blue in the Hierarchy
• You can change the pivot of meshes and tools (center or mesh’s
actual pivot, local or global for tools) near the top of the screen
around the Scene window tab.
:D
If you have any further questions or concerns, feel free to contact any of
us at any time. (Nina or Sunny is your best bet and the first person you
should contact). Glad to have you onboard!

Ryan Sellars
Producer
912-513-1515
rtsellars@gmail.com

Max Benjamin
Lead Designer
maxbenj@gmail.com

Matt Doucette!
Lead Programmer
matt@mattdouce.com

Nina Park
Producer
808-393-1889
ninacpark@gmail.com

Sunny Sattari
Producer
818-554-2882
sanazsattari@gmail.com

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Polybot Onboarding Process

  • 1. Welcome to the Hart’s Hollow Team!
  • 2. Contact Info Ryan Sellars Business/Creative Director 912-513-1515 rtsellars@gmail.com Nina Park Producer 808-393-1889 ninacpark@gmail.com Matt Doucette! Lead Programmer matt@mattdouce.com Max Benjamin Lead Designer maxbenj@gmail.com Sunny Sattari Producer 818-554-2882 sanazsattari@gmail.com
  • 3. Team Structure aka who to contact first if you have any questions. Remote workers (i.e. riggers and sound designers), Nina is your best bet and generally will get back to you within a couple of hours.
  • 4. Team Structure – 3D Artists • Tom, Alexis, and Randy are our dedicated texture artists. • Everyone else can both model and texture if they wish (ask the above 3 if you need help with texturing) • If you feel unsure about doing hand-painted textures and want to learn (DVDServer > 3DMotive > 3dmotive_handpaintedweapontexturingcourse)
  • 5. What we expect of you • At least one low-priority asset finished every week (5-7 hours) • Hero asset = 2-3 weeks approx. • Character = 2-3 weeks approx. • A screenshot/model sheet of the completed asset also up in copy (jpg) • You’ll have your own folder with your name on it in Copy. Within your folder, each asset you do has it’s own folder that has • 1) the mesh • 2) all the maps the mesh needs • 3) a screenshot showing several angles of the mesh with at least diffuse on
  • 7. Google+/Google Hangout • We’ll be using Google Hangout for team meetings as you can vidchat with more than 1 person and screenshare. • Make a Google+ account and friend at least all the leads on it. • If you don’t like Google+, well . . . too bad D:<
  • 8. Copy • Basically like Dropbox except better cause you get 15 gigs instead of 5. • Refer people so you can get more :D (5 gigs for each person who signs up)
  • 9. • You might have noticed that you don’t immediately have the LoHH folder in your Copy folder even after downloading the desktop program to your comp. • Do not panic. We will fix this.
  • 10. • On the desktop app, find the preferences for Copy. • Go to sharing. There should be the LoHH folder listed there. • Right click > Accept sharing If that doesn’t sync it: •Go to Copy in your browser • Find the LoHH folder (either in Shared With Me or blubot) • Click on the LoHH folder • Click on Actions in the upper right of the screen • Select “Start Syncing” • Bam. You’re done.
  • 11.
  • 12. Unity Basics • Creating/Using a Project Folder • Explanation of the Windows • Importing Meshes • Prepping Your Mesh for Level Design Use • Renaming Assets • Moving Meshes in the Level • Game Objects • Hierarchy Organization
  • 13. Creating a New Project Folder • A Unity Project Folder is basically like a Maya project folder. • It’s where all your stuff goes and where the scene file will reference meshes, textures, materials, etc. • When making a new project, import all of the packages listed (they’re the default ones Unity gives you) • If you are making an entirely new project folder via your computer window and not Unity, remember that the folder you choose has to be completely empty.
  • 14. Creating a New Project Folder • After the project folder is created, Unity will make a folder on your comp (in this case the project is called nina_testStuff) • The “Assets” folder is the only one you mainly have to worry about and where you’d put all your meshes and stuff. • You can create folders within folders in the project (either in Unity or simply in through your comp)
  • 15. 2. 1. 5. 3. 4. 6. 1. 2. 3. 4. 5. 6. Hierarchy: Works like the Outliner in Maya. Able to rename stuff. Drag and drop stuff into Empty Game Objects (like null groups in Maya) Scene: What’s in the level. Pretty self explanatory Game tab: Clicking on the Play button at the top of the screen will take you into the Game tab (which is like the Play in Editor mode in UDK) Inspector: Shows basic stats/info/attributes of what you’ve selected Project: Everything that is in your project folder Console: Like an error log. If anything goes wrong and the level can’t play, check the Console tab. It might help you to figure out what’s wrong
  • 16. Importing Meshes • Before you are ready to import your asset into Unity, there are 2 questions you must ask yourself 1. 2. Did I do all the technical stuff before exporting? (del history, change pivot pt, freeze transformations, etc. The same steps you would take before importing into UDK) Is it named correctly according to the naming conventions?
  • 17. Importing Meshes • Right click in the project window > Import New Asset > Find your asset • After importing meshes, it is very important you follow these next steps
  • 18. Importing Meshes Click on the mesh in the project window so that it shows up in the Inspector window.
  • 19. Importing Meshes • Click on the Model tab • Normals = Import • Tangents = Import • Materials = “Import Materials” is unchecked • Hit apply
  • 20. Importing Meshes • Click on the Rig tab • Change Animation Type to “None” • (this is only applies if your assets is not animated in game of course) • Hit apply
  • 21. Importing Meshes • Click on the Animation tab • Make sure “Import Animation” is unchecked • (once again, only applicable if your asset does not move in game) • Hit apply
  • 22. Prepping Your Mesh for Level Design Use • So now you have your asset in engine, but hold up a sec, we ain’t done yet • We need to prep the mesh to be ready for our level designers to use • i.e. we need to add simple collision to it and make it a prefab • (this is only a step or two more I promise) This fence model doesn’t have collision so our rectangular player pawn goes right through it.
  • 23. Prepping Your Mesh for Level Design Use 1. 2. 3. 4. 1. 2. 3. 4. Click on the asset in the Hierarchy. Look over on the Inspector. Click “Add Component” Add a simple collision mesh by going down to physics
  • 24. Prepping Your Mesh for Level Design Use 5. Go down to Physics 6. Choose the collider best suited for the mesh 5. 6.
  • 25. Prepping Your Mesh for Level Design Use 7. Exact dimensions of the collision model can be tweaked in the Inspector window
  • 26. Prepping Your Mesh for Level Design Use 8. Drab the mesh with the new collision on it into the project window. It has now become a prefab and should have the “.prefab” extension 9. Rename if necessary Now you’re done :D and this prefab is what our level designers will actually use to set dress/block out the level
  • 27. Renaming Assets • Via the Project Window: click on its name in the Project Window. Then wait a bit and you can rename it. (basically like how you rename things on a Mac) • Via the Hierarchy/Inspector Window: Click on the asset in the Hierarchy. Rename it in the Inspector Window. (Or right click and select “Rename” in the Hierarchy) • Note: this will only rename the individual asset in the level. Not all assets of the same type
  • 28. Moving Meshes Default, imported pivot Temp, changed pivot • You can temporarily change the pivot point of an asset. • Hold down the “v” key and move your mouse around. Doing so will snap the pivot to a vertex on the mesh • Hold down the “v” key and hold down the LMB and move the mouse. Doing so will snap the mesh to the vertex of another mesh (e.g. You can use this method to snap an asset to the terrain)
  • 29. Game Objects • Game Object menu is found near the top of the screen • Contains lighting and game objects (which are simple geometric meshes. Kinda like BSPs in UDK. Good for blocking out stuff but you don’t want them to ultimately remain in scene. Also useful for creating invisible walls in level) • Empty Game Obj: Useful for organizing and grouping things. (Like a null group in Maya)
  • 30. Hierarchy Organization • Use empty game objs to help with organization and grouping in the hierarchy • After making an empty group, in the Hierarchy, drag things into the group
  • 31. Miscellaneous • You can make prefabs of stuff by dragging them into the Project window • If something is a prefab, its name will turn blue in the Hierarchy • You can change the pivot of meshes and tools (center or mesh’s actual pivot, local or global for tools) near the top of the screen around the Scene window tab.
  • 32. :D If you have any further questions or concerns, feel free to contact any of us at any time. (Nina or Sunny is your best bet and the first person you should contact). Glad to have you onboard! Ryan Sellars Producer 912-513-1515 rtsellars@gmail.com Max Benjamin Lead Designer maxbenj@gmail.com Matt Doucette! Lead Programmer matt@mattdouce.com Nina Park Producer 808-393-1889 ninacpark@gmail.com Sunny Sattari Producer 818-554-2882 sanazsattari@gmail.com