All of my assets have been designed around the basis of recognisable things that are not alarming or futuristic as I felt that my scene should have the amazement effect rather than the gamers mind being side tracked by one particular assets but instead the atmosphere I want will be a collective of everything in my scene dispersing.
Asset plans were particularly useful for me as I could finally get my ideas out of my head and on to paper. A lot of the time this meant that I had to scrap my ideas for better ones but at least by doing this I was able to save money on resources that might be more challenging or require differnt or more spoftware. Beacuase I was able to draw my assets in 3D I was able to gain a jist of what and how I could model them, with having previous experience I was always taking into concideration how I will create them.
Asset plans were particularly useful for me as I could finally get my ideas out of my head and on to paper. A lot of the time this meant that I had to scrap my ideas for better ones but at least by doing this I was able to save money on resources that might be more challenging or require differnt or more spoftware. Beacuase I was able to draw my assets in 3D I was able to gain a jist of what and how I could model them, with having previous experience I was always taking into concideration how I will create them.

