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#5 Going Procedural

  • Feb. 24th, 2025
This week on DOGWALK

Assets and animations are finished for a vertical slice of the game. Set creation, animations and our pipeline is helping us to make more things procedural, for Blender and in-game.

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Andy Goralczyk
Andy Goralczyk Artist
Julien Kaspar

Julien gave me the task of set dressing the level for the "Vertical Slice". To enable that I created some setups for making paths, the deep snow patches and of course the creek! I started placing the assets in the level, mainly around the hub area. On the side I refined the texturing of the willow tree, the creek bridge and blocked out the camping table.

Starting out the Vertical Slice set dressing

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0:56

Starting out the Vertical Slice set dressing

Creek Bridge Texturing 02

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0:19

Creek Bridge Texturing 02

Willow tree mesh and texture updates

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0:40

Willow tree mesh and texture updates

Camping Table - first blocking

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0:09

Camping Table - first blocking

Creek rough modeling with Geometry Nodes

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0:35

Creek rough modeling with Geometry Nodes

New snow patches in the Vertical Slice

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0:35

New snow patches in the Vertical Slice

Path setup in the Vertical Slice level

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0:29

Path setup in the Vertical Slice level


Beau Gerbrands
Beau Gerbrands Artist

This week was mostly refining but also optimizing existing environment assets and props, thanks to detailed notes by Vivien and the team.

Ear Muffs

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Ear Muffs

Snowman with Props

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Snowman with Props

New vs Old Bushes

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New vs Old Bushes

Birch Outgrowths

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Birch Outgrowths

Stone Walls

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0:43

Stone Walls

Tree Stumps

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Tree Stumps


Julien Kaspar
Julien Kaspar Director

More implementation of animations, a full animation tree and procedural animations. More features to vet the animations and if they work well in the game.

Procedural Animations

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0:55

Procedural Animations

Animation Tree Testing

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0:39

Animation Tree Testing


Pablo Fournier
Pablo Fournier Animator

This week I transferred a lot of the animations that I did on the layout rigs to the final rigs, also I created a bunch of new animations

chocomel-walk001

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0:04

chocomel-walk001

chocomel-trot001

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0:00

chocomel-trot001

chocomel-run001

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0:00

chocomel-run001

chocomel-idle_sitting001

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0:09

chocomel-idle_sitting001

chocomel-idle001

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0:00

chocomel-idle001

chocomel-dig001

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0:02

chocomel-dig001

chocomel_sitting_down001

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0:00

chocomel_sitting_down001

chocomel_bark001

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0:00

chocomel_bark001

pinda-idle_ice001

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0:02

pinda-idle_ice001

pinda-ice_dragged001

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0:00

pinda-ice_dragged001

pinda-crying001

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0:00

pinda-crying001

pinda-tripping

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0:01

pinda-tripping

pinda-rolling

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0:01

pinda-rolling

pinda-calling_far

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0:01

pinda-calling_far

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Simon Thommes
Simon Thommes Technical Director

I did more pipeline development, as well as making sure that the pipeline we are now actively using is being used properly and doesn't break. Besides that I dove a bit into the game code to optimize the leash collision algorithm.

Leash Collision Performance Improvement

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0:32

Leash Collision Performance Improvement

Integrated Material Pipeline

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1:29

Integrated Material Pipeline


Vivien Lulkowski
Vivien Lulkowski Art Director
Pablo Fournier
Beau Gerbrands
Andy Goralczyk

This week the last missing textures for the game got painted and scanned, almost everything needed for the vertical slice is designed and notes were prepared to finalize assets. I also had some spare time to do FX design and additional Pinda expressions for the animators!

pinda crying design

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pinda crying design

fallen log design notes

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fallen log design notes

Bushlet variations

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Bushlet variations

dogwood

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dogwood

bush design notes

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bush design notes

chocomel texturing update

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chocomel texturing update

stump cuts

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stump cuts

camping table design

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camping table design

Frozen branches exploration (Willow tree)

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Frozen branches exploration (Willow tree)

Frozen branches (Willow tree)

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Frozen branches (Willow tree)

Bush FX

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Bush FX

additional Pinda expressions

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additional Pinda expressions

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