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  • DOGWALK
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#6 Vertical Slice

  • March 3rd, 2025
This week on DOGWALK

Pre-production is over! We have assembled a "Vertical Slice" to give a glimpse at what the game will roughly look and feel like. For the remaining 2 months of production it's now all about feature & art completion, gameplay iteration and polish.

production log preview

Andy Goralczyk
Andy Goralczyk Artist
Vivien Lulkowski
Julien Kaspar

Since the Vertical Slice milestone was approaching quickly, I continued to work on set dressing and bringing in all the new cool assets Beau was working on. I reshuffled the entire set based on a new design Julien turned over and changed the way the ground geometry is created. Also, new collision objects were made and I scattered grass, reeds and bushes around.

Pond improvements

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0:38

Pond improvements

More shrubs and cutout bushes

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More shrubs and cutout bushes

Vertical Slice set boundaries and ground

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0:36

Vertical Slice set boundaries and ground

Vertical Slice level reshuffling

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0:38

Vertical Slice level reshuffling


Julien Kaspar
Julien Kaspar Director

This week I focused on bug fixing and implementing of animations for the vertical slice. The action system for the two characters is also redone to allow more interactions between characters and props.

Build: Dogwalk Vertical Slice

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Build: Dogwalk Vertical Slice


Vivien Lulkowski
Vivien Lulkowski Art Director
Andy Goralczyk
Beau Gerbrands

It was a bit of a messy week with lots of technical issues, but some texturing happened and I added a quick photogrammetry workflow to my tool belt. Also I started on storyboarding the intro animation, did a design pass on the start menu, worked on the menu fonts and researched what kind of visual material we need for a steam and itch.io release!

Bulldozered Paper Boulders

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Bulldozered Paper Boulders

drawover camping table

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drawover camping table

tree stump with snow

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tree stump with snow

knot holes for the alt pines

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knot holes for the alt pines

Photogrammetry Paper Boulders

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Photogrammetry Paper Boulders

Sculpted Boulder test

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Sculpted Boulder test

Pinda WIP textures

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Pinda WIP textures

earmuffs wip textures

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earmuffs wip textures


Beau Gerbrands
Beau Gerbrands Artist

This week was mostly focusing on finalizing assets or changing them to fit with the overall design better.

Pine Alt Trees

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Pine Alt Trees

Final Boulders

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Final Boulders

Logs Increased Details

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0:16

Logs Increased Details

Snowman branch

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0:21

Snowman branch


Rik Schutte
Rik Schutte Project Coordinator & Animator

We have been working hard getting the list of animation cycles done and where needed, tweaked the cycles to flow better between states. Since we've been aiming for the vertical slice, the target for animation was to get as much in there available for Julien to implement into Godot.

Pinda 'Idle unhappy'

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Pinda 'Idle unhappy'

characters interaction 'snuggle'

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characters interaction 'snuggle'

Pinda 'item pickup'

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Pinda 'item pickup'

characters interaction 'licking'

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characters interaction 'licking'


Pablo Fournier
Pablo Fournier Animator

This week we continued with the core animation and also started to do some COOP animations between the characters

chars-push_slowly.001

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0:01

chars-push_slowly.001

chars-intro.001

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0:20

chars-intro.001

pinda-unhappy_calling001

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pinda-unhappy_calling001

pinda-walk_tired001

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0:00

pinda-walk_tired001

chocomel-pull001

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chocomel-pull001

chocomel-push001

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chocomel-push001


Hjalti Hjalmarsson
Hjalti Hjalmarsson Animator & Rigger

Finished a lot of updates for the various character and prop rigs.

Snowman final rig v01

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0:24

Snowman final rig v01

Pinda final rig tears

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0:22

Pinda final rig tears

Pinda final rig extra mouths

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Pinda final rig extra mouths

Chocomel final rig extra bark bones

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0:21

Chocomel final rig extra bark bones


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