This weekend was Imagine RIT. We had our game shown in Webb Auditorium, a large venue that gave us a lot of freedom. But it also put a lot of pressure on us to have a compelling exhibit. And after no small amount of setbacks, I think we succeeded.
The night before we were set to present, tragedy struck. Our entire map failed to load, lighting failed to build, and packaging the game resulted in errors. Additionally, the computers we were given didn’t have the correct version of the Unreal engine and the only internet source available to update them stopped working. Basically, everything that could go wrong did go wrong.
But thanks to the collective fortitude of our team, especially our dedicated programmer Kyler, and the technical insight of RIT’s CIAS Tech office, we were able to pull it off.
In the end, we had hundreds of visitors. We have away all 320 of the fliers we printed and had a bunch of people sign up for our mailing list.
I want to thank everyone who worked so hard to make that event a success. Being our first-ever public demo, it was completely terrifying and the numerous setbacks didn’t help. But we made it, somehow, and we are ready to start looking towards the future.
Here’s this week’s breakdown. I worked 39 hours to help bring the exhibit together. At least, I think so. It could very well be more. But it’s a bit hard to keep track of time when you stay awake for 35 hours straight.
4 character renders
1 neutrino catapult textures
1 logo render
3 promo materials
3 project tweaks
27 Imagine RIT