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#3 Assembling the Game

  • Feb. 10th, 2025
This week on DOGWALK

With a firs version of our pipeline ready for testing, we are finally assembling art assets into the engine. The level for the vertical slice is being prepared for more testing and filling the gaps to go into production.

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Julien Kaspar
Julien Kaspar Director

Apart from overseeing more work, all the logic for the core navigational challenges is done and ready for more testing. With the levels set up, I started assembling the actual game and making it ready for gameplay testing.

Build: Set Assembly & Obstacle Course

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Build: Set Assembly & Obstacle Course

Vertical Slice - First level assembly

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0:47

Vertical Slice - First level assembly

Obstacle Course testing

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1:02

Obstacle Course testing

Animation Tree - Sketch

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Animation Tree - Sketch


Andy Goralczyk
Andy Goralczyk Artist

This week I worked on finalizing the topology of the main characters so they can be unwrapped for texture painting. I also managed to sneak in some time for modeling some roots and blocked out the creek bridge.

Pinda UV map and texture painting reference

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Pinda UV map and texture painting reference

Pinda mesh refinements 02

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Pinda mesh refinements 02

Pinda mesh refinements 02

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Pinda mesh refinements 02

Pinda mesh refinements 01

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Pinda mesh refinements 01

Creek bridge blocking

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0:24

Creek bridge blocking

Roots 01

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Roots 01

Chocomel modeling 04

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Chocomel modeling 04

Chocomel modeling 03

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Chocomel modeling 03

Chocomel modeling 02

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Chocomel modeling 02

Chocomel modeling 01

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Chocomel modeling 01

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Simon Thommes
Simon Thommes Technical Director

This week I finally finished setting up our fundamental asset pipeline, allowing us to nest assets into each other in Blender to work on sets and assets separately and exporting everything seamlessly into Godot in a procedural way. I also spent some initial time on exploring our options for shading and communicating with the Developers about solutions to the shortcomings we run into.

Fake Paper Depth on Rim
0:31

Fake Paper Depth on Rim

Paper Depth with POM

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0:29

Paper Depth with POM

Custom Attribute Pipeline Test

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0:35

Custom Attribute Pipeline Test

Scene Assembly Pipeline Setup

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0:47

Scene Assembly Pipeline Setup

Collision Primitive Setup in Blender

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0:44

Collision Primitive Setup in Blender

Animation Pipeline Setup

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1:01

Animation Pipeline Setup


Hjalti Hjalmarsson
Hjalti Hjalmarsson Animator & Rigger

A lot of layout rigging updates for the two main characters, the camera, snowman and props. And one simple animation test where the Pinda character puts a tennis ball on the snowman.

Pinda snowman tennis ball test v01

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0:04

Pinda snowman tennis ball test v01

Snowman layout rig v01

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0:23

Snowman layout rig v01

Pinda layout rig v03

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1:11

Pinda layout rig v03

Pinda layout rig v02

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0:21

Pinda layout rig v02

Chocomel layout rig v05

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1:12

Chocomel layout rig v05

Camera rig - near far update

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0:21

Camera rig - near far update


Vivien Lulkowski
Vivien Lulkowski Art Director
Andy Goralczyk

Lots of helping out on the characters, lots of painting textures for the characters, lots of reviewing assets, lots of painting textures for the assets, some design for assets - almost running out of designing to do and textures to paint! Kitsu will be spilling over if we don't slow the hell down! ! ! YAY. :)

knothole concept and texture

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knothole concept and texture

Stump caps

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Stump caps

Papercraft Font test

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Papercraft Font test

Chocomel papercraft hair ref

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Chocomel papercraft hair ref

Pinda textures

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Pinda textures

Pinda painted texture

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Pinda painted texture

Creek bridge concept

Creek bridge concept

Papercraft Chocomel WIP

Papercraft Chocomel WIP

Pinda hair shaping notes

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Pinda hair shaping notes

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