Glitch Racer

*  I browsed around looking at the different ways to create a terrain to be used in Unity.  It seemed clear that the best way would be using the terrain toolkit from Unity's online resources.  In the same place, I also found a asset package that included the trees, rocks, and parts of the water that we used later on.

*  The first terrain was extremely simple - just a rolling plains type of terrain that would be able to host a simple track.


*  I then worked on learning and becoming better with the tool.  I decided to start working towards a terrain with some mountains and some sort of valley to put the track in.  At this point I was working towards working that valley to make it suitable for the track to sit in.


*  Around this point, we were struggling to merge builds.  The terrain seems to work differently when exporting it.  When you bring it in to another build as an asset, it seems to keep all the data - so the mesh imports just fine - but the textures are lost as well as the sculpting script from the terrain object.  The problem is that the sculpt script does not reapply correctly, and thus no further work can be done on the terrain.  But, we managed to work around the problem.  I had to redo the terrain from scratch something like three times, but I was fine with that because each time I became better and more efficient with the tool.

*  The next terrain was starting to look a lot more decent.  I had the mountains, valley, smooth (somewhat) place for the track to sit, and textures.  I also modeled pieces for the track.  There are different pieces total - which allow some pretty good flexibility with building the track.

  
*  The major problem with builds up to this point was that the ground was not perfectly flat - and was very hard to get to a decent standard.  The result was that the transition between the offroad and actual road was very rough.  I modeled "roadcaps"  to make that transition a bit better, but even this solution was not ideal.

*  The next builds I started using a tool that I had previously overlooked to get the track on a smooth surface.  Also, I roughly doubled the size of the track by adding an offroad area.


*  The next major thing implemented was the water and waterfalls.  The waterfalls were created with a particle renderer that I found in the same asset package as the trees and rocks.  The actual bodies of water were included in a package that comes with Unity standard.



* I implemented the final version of the waterfalls in the final build before the dry run presentation.  Currently, I'm working on adding some weather - specifically snow to a chunk of the offroad part of the map.

*  For the final build I reworked a few parts of the terrain to accommodate additions made by the team, introduced a shortcut immediately after the bridge, created a new set of barriers for the bridge, organized the mess that was our project hierarchy, and did minor texture work with the mountains.

* I was also the asset manager and scrum lead for the environment team.