The entire team jumped on board and early development and pre-production is under way! Below you can find progress of the look development and as well as some core game development and pipeline testing.
Watch the latest Studio Log to get even more behind the scenes insight:
This is my second week on the project. I've done some environment lookdev in Blender and EEVEE to test out Beau's latest game assets. I've done a test texture pass of the characters (as the models will be re-done, this will be discarded). Currently I'm cleaning up texture scans from Vivien, working on the grass and reeds.
This is a recap on the last two weeks. An early gameplay prototype is finished and a general plan for the game level and goals has been established.
This week we started the exploration of animation style for project DogWalk. The animation team has made several animation cycles for both characters (Pinda and Chocomel) and made an emulation in Blender with the cycles to see how they would work in the game. Also based on the animation, design, modeling and rigging adjustments have been made which will be shown next week.
I finally also jumped onto the project! First I am looking into the pipeline we can use for scene assembly etc. while putting a strong focus on Blender and Godot interoperability. I also did a first test throwing the initial visual test scene we have into Godot with some lighting and environment effects.
The last two weeks we spend time translating and interpreting Vivien's cutout models to the digital realm. Andy and I started on various assets to create a proof of concept environment. And two passes of topology for the characters, which aren't locked yet.
Worked on making rigs for the initial layout versions of the characters. The have been constantly updated based on feedback from the animators, as they do their initial animation tests.
This week I worked on some animation loops, trying to test a more stopmotion like animation style
ARTING! SO! MUCH! ARTING! Time has been split mostly between making more RL paper trees and helping to push the characters forward with more detailed paintovers over models that Andy and Beau provided.