Storyboarding and animation for the intro and ending, an adaptive soundtrack, more level design and new features.
This week I spend mostly my time on polishing & refactoring some old code and the animation trees. But I also got the time to work in some new features from other people, like the EmoteBubbles and the Music Manager.
I worked on storyboarding the little outro sequence for the end of the game and a graph that shows how the player's actions influence Pinda's mood - AND I made emote fx that highlight those moods in the game. Hopefully it's less missable now when you have messed too much with the kid :D! Also: Three birds! A shed! Two cardboard cookies! All very premium concepts.
I had quite a few different tasks this week! I continued working on the fence area. There was new super cute concept art of birds - secondary characters to breathe life into the world - but even through they are still a stretch goal I just had to model them! Also, I modeled and started texturing Pinda's instant camera, which will be important for the end of the game. To round things off, I set up a LUT grading comp to give the game more visual polish.
This week, I spent more time refining the Clearing environment navigation. Over the week, the amount of slight adjustments to the paths were quite high. I also spent time experimenting with the core gameplay elements like the camera distance variables between the characters and how snow patches influences the stamina and falling potential of Pinda.
This week I mostly tweaked rigs based on feedback and rigged new props but also started animating the cinematic scene where Pinda attaches the shovel to the snowman.
This week I wrapped up the last core parts of our pipeline setup, so now textures are actually stored in the right place of the game files on export, which means we don't have duplicates lingering around. Besides that I started helping out Julien with some game-/movement logic implementation.