More animations, more art assets and more of all these things in the game! We're a couple weeks away from having a "Vertical Slice" put together to better test and judge the game as a whole.
This week Chocomel was unwrapped for texturing, I worked on the (UV) textures of the creek bridge and willow tree assets. The willow tree model also received some tweaks to allow the kid to climb into it.
We decided to adjust and export the assets differently without sharpness data. Instead we used support loops and weighted normals to have more artistic control over the edge sharpness. This week was mostly adjusting existing assets and re-exporting. Some additions this week are the birch outgrowths to be placed around birch trees and around the new stone walls, that are created to block a section of the level off.
Some concepting for the snowman assets, some reviewing and drawovers, some fx concepting and then time was already up! A good chunk of my week was spent on contibuting to the Art Style Blog post - go check it out :)
Way more progress was made on the rough blocking of the world level and one of the areas of the game. Apart from that more animations and art assets are being used in the game.
Worked on the final rigs for Pinda (kid) and Chocomel (dog) and the dog leash handle.
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.
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.
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.
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.
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.
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. :)
Gears are shifting closer towards production and getting core assets ready. The characters are being tested and designs are polished. All in the effort to finally put everything together in engine and build the actual game.
There was a lot of testing and planning happening for the animations of characters. Apart from that I got to work a bit more on the test level and giving some direction for the art assets. There's a new built of the game to try out, but still in the same test environment.
This week I continued the texturing tests for the environment, mainly the creek bed and water surfaces. I blocked out the willow tree and assembled a test environment to figure out which kinds of procedural terrain modeling we need (more on that next week)
This week I split my time between making new scanned textures, so that new environment assets can continue happening and starting to give feedback on some that already exist. I also provided some mouthshapes for Pinda so that animators can mess around with them already for animation testing. Also some paper dog fur was hung to dry and be attached soon!
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.