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#7 Into Production we Go!

March 10th, 2025
Production Log preview

More work on all fronts + more level blocking and even an intro animatic. With all the basic building blocks in place, everyone has more time to dedicate to making everything look as good as it can be and iterate.

Andy Goralczyk
Andy Goralczyk Artist
Simon Thommes

This week my focus was on the fenced-off area to the east. There is a gate that the player has to open which will give access to another item. I also managed to finally texture the creek, thanks to help from Simon. The transition from the frozen pond to the creek should hopefully look a bit nicer, too!

Pond to creek transition
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0:16

Pond to creek transition

Fence and gate area blocking
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0:16

Fence and gate area blocking

Gate and fence blocking
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0:23

Gate and fence blocking

Hjalti Hjalmarsson
Hjalti Hjalmarsson Animator & Rigger

Most of the week has been all about minor rigging tweaks (that are not very interesting to visualise) but also animating the first cinematic animation: Pinda attaching the tennis ball to the snowman.

Pinda attach tennis ball v03 "Out"
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0:01

Pinda attach tennis ball v03 "Out"

Pinda attach tennis ball v03 "In"
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0:01

Pinda attach tennis ball v03 "In"

Pinda attach tennis ball v03
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0:05

Pinda attach tennis ball v03

Pinda attach tennis ball v02
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0:08

Pinda attach tennis ball v02

Pinda attach tennis ball v01
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0:08

Pinda attach tennis ball v01

Beau Gerbrands
Beau Gerbrands Artist

This week, I worked on wrapping up most of the environment assets and created props that are on hold at the moment. Then, we discussed the 'Clearing' section of the game which is a more densely populated forest and how the player might navigate the environment.

Clearing Gameplay Blocking
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1:16

Clearing Gameplay Blocking

Sneakers Blocking
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0:12

Sneakers Blocking

Rik Schutte
Rik Schutte Project Coordinator & Animator

This week we were able to add more cinematic animations, we made a few cinematics where Pinda is attaching his finds to the snowman. I took the Traffic cone and gave it a spin. Other than that, a lot of corrections, tweaks that came from feedback based upon gameplay.

Pinda: Falling flat
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0:00

Pinda: Falling flat

Attachment: Traffic Cone
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0:06

Attachment: Traffic Cone

Pablo Fournier
Pablo Fournier Animator

This week I worked on more animations for the game, also planning some animations that involved the two characters, for that I did some really simple variations to check which one was more align with Julien's idea

SYNC-chars-treat.002
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SYNC-chars-treat.002

SYNC-chars-treat.001
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0:04

SYNC-chars-treat.001

chocomel-sleeping.001
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0:01

chocomel-sleeping.001

chocomel-dig.002
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0:02

chocomel-dig.002

pinda-run_tired.001
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0:00

pinda-run_tired.001

pinda-crying002
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0:00

pinda-crying002

pinda-tripping002
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0:01

pinda-tripping002

Simon Thommes
Simon Thommes Technical Director

My focus this week was on wrapping up the most important tasks for the pipeline. There are still some details to be implemented, which I am talking to the developers (Jacques and Julien) about, but the most important parts are all standing and in use.

Wind Sway
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0:47

Wind Sway

Extended Material Pipeline
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1:51

Extended Material Pipeline

Batch Operation Scripts
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0:33

Batch Operation Scripts

Vivien Lulkowski
Vivien Lulkowski Art Director
Andy Goralczyk
Hjalti Hjalmarsson
Julien Kaspar
Rik Schutte

This week I worked on pitching different versions of the intro sequence for the game with scribbly animatics, that I put together in Krita. I also picked up some left over asset designs and and color concepting for the overall look of the game. Oh! And I worked on a papercraft font!

Footsteps paintover
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Footsteps paintover

Fence and Gate concept
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Fence and Gate concept

Icon and expression fx design
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Icon and expression fx design

90s photography paintover

90s photography paintover

Intro - scribble pitch
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0:45

Intro - scribble pitch

Paintover - Lick animation expression
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Paintover - Lick animation expression

Outro - sketch
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Outro - sketch

Julien Kaspar
Julien Kaspar Director

More work went into polish and getting more animations in and fixing bugs. But most of my work wasn't wrapped up this week sadly, so I have to share int next time.

Build: MVP World
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Build: MVP World


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