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Stylized Rendering with Brushstrokes
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Wing It!
2023
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2022
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2021
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2019
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Project DogWalk
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  • Project DogWalk
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Latest on Project DogWalk

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#14 A Home for Birds

  • April 28th, 2025
This week on Project DogWalk

Cuddling the dog is finally part of the game and birds are roaming the woods. There's a bunch of new art assets and polish to be found.

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Julien Kaspar
Julien Kaspar Director

Adding some small last features and elements. Apart from that mostly bug fixes and preparing for the early access launch of the game.

Intro Polish and Prompts

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1:01

Intro Polish and Prompts

Petting Interaction

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2:06

Petting Interaction

Scattered Birds

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0:40

Scattered Birds

Build: BIRDS

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Build: BIRDS


Hjalti Hjalmarsson
Hjalti Hjalmarsson Animator & Rigger

This week I finished the final full version of the "petting" animation between Chocomel and Pinda. This features 10 distinct animations that are needed for the gameplay where the characters come together (from 3 different states) and enter a cute randomised petting session. For ease of viewing I combined them into one video with and added a version of Pinda alone and also a version that's 90 degrees rotated to demonstrate how it might look from a different angle.

Petting v05

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0:15

Petting v05


Vivien Lulkowski
Vivien Lulkowski Art Director
Beau Gerbrands
Andy Goralczyk

This week we made a push for more recognizable landmarks in the game, so I did some design scribbles for that, painted some additional asset textures, helped with the "inner tree stumps" that show up when the trees fade away and probably annoyed people with deadline-anxiety-fuels nitpicks :D

Ripped edges - stumps

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Ripped edges - stumps

Tree fading textures

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0:15

Tree fading textures

pond sign

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pond sign

Simplified map

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Simplified map

forest sign

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forest sign

bug hotel

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bug hotel

Illegal Birdhouses

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Illegal Birdhouses

camp fire textures

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camp fire textures

Set dressing ideas

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Set dressing ideas

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Andy Goralczyk
Andy Goralczyk Artist
Vivien Lulkowski

This week I modeled additional assets that should help the player orient themselves in the world.

More signs

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More signs

Tree mushrooms

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Tree mushrooms

Bug hotel

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Bug hotel

Bird houses

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Bird houses


#13 Sneaking in Fish

  • April 22nd, 2025
This week on Project DogWalk

We're now firmly in polishing territory. Some animations still need to be implemented but with only a few weeks left, there's mostly fixing and improving what we have. (Except for adding fish last minute)

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Rik Schutte
Rik Schutte Project Coordinator & Animator

This week we were wrapping up the last challenge: the Pond Challenge. As Julien had implemented the core mechanics of this challenge, I was able to start making the animations for it. The main challenge was to get the cone and character in the right position for it to work properly in the game. There are still some tweaks and fixes to be done, but we're almost there :) .

Picking up the cone animation

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Picking up the cone animation

Pulling the Cone animation

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Pulling the Cone animation

Grabbing the Cone animation

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Grabbing the Cone animation


Andy Goralczyk
Andy Goralczyk Artist
Vivien Lulkowski
Simon Thommes
Rik Schutte
Julien Kaspar

There were mostly just lots of error fixes on my agenda. But apart from those, I modeled and rigged a fish asset for the pond. I also took Vivien's cardboard logo designs and turned them into a virtual rigged asset that can be put into the game.

Logo asset for the title screen

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0:40

Logo asset for the title screen

Dogwood for orientation

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0:35

Dogwood for orientation

Carp in the pond

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1:19

Carp in the pond

Carp modeling

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0:28

Carp modeling


Hjalti Hjalmarsson
Hjalti Hjalmarsson Animator & Rigger

This week I finished the "Pinda shovel pickup" animation. There was some fun bug hunting and bug fixing, of course. Then there was the big task of animating a multi-faceted "Pinda petting Chocomel" performance, which needs to feature multiple loopable segments but will also be triggered by two very different scenarios. This means there need to be alternative "ins" and "outs" of the performance, a fun task for next week!

Pinda pickup shovel v01

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Pinda pickup shovel v01

Leash bug fix

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0:17

Leash bug fix

Petting v04

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0:13

Petting v04

Petting v03

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0:00

Petting v03

Petting v02

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0:18

Petting v02

Petting v01

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0:19

Petting v01


Pablo Fournier
Pablo Fournier Animator

this week was mostly polishing animations and creating small ones needed for the game

pinda_waiting

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pinda_waiting

ACTN-pinda-through_fence_in.02

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0:01

ACTN-pinda-through_fence_in.02

ACTN-pinda-through_fence_in.01

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0:01

ACTN-pinda-through_fence_in.01


Vivien Lulkowski
Vivien Lulkowski Art Director
Beau Gerbrands
Andy Goralczyk
Rik Schutte

Illegal fish contributions were made and I started adjusting textures and adding some last missing ones like the shovel. AHH and the logo! I now have a companion logo next to my desk that wobbles in the radiator updraft - such is the delightful life of a temporary papercraftist.

Updated snow walls

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Updated snow walls

Logo placement

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Logo placement

Shovel textures!

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Shovel textures!

texture tweaks

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texture tweaks

papercrafts logo

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papercrafts logo

RL Logo!!

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0:20

RL Logo!!

Carping Around

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Carping Around

Paper Carp

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Paper Carp


#12 Moving on Snow & Ice

  • April 14th, 2025
This week on Project DogWalk

Many more effects, better mouse cursor UI and sliding on ice! Overall the project is getting feature complete and the team is shifting toward polishing.

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Andy Goralczyk
Andy Goralczyk Artist

I'm slowly switching gears to the next production, so I only did some geometry adjustments to the creek and the gate locking mechanism (apart from little texturing work here and there)

Creek snow and ground edges adjustments

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1:09

Creek snow and ground edges adjustments

Gate adjustements

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0:11

Gate adjustements


Pablo Fournier
Pablo Fournier Animator

This week I finished the treat animation and we started to work on the gate challenge animations, in my case, i did the 2nd and 3rd spot, where Pinda is going to check if there is a way in the fence

ACTN-pinda-gate_spot03.002

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ACTN-pinda-gate_spot03.002

ACTN-pinda-gate_spot03.001

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ACTN-pinda-gate_spot03.001

ACTN-pinda-gate_spot02.002

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ACTN-pinda-gate_spot02.002

ACTN-pinda-gate_spot02.001

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0:04

ACTN-pinda-gate_spot02.001

SYNC-chars-treat.005

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0:04

SYNC-chars-treat.005


Hjalti Hjalmarsson
Hjalti Hjalmarsson Animator & Rigger

This week was mostly all about the birds. The main constraint was to keep the location contained so there are multiple "loopable" animations where the bird never moves from their spot. Then there's a couple of "strolling" ones where the bird moves a bit around (within a small radius) before returning to their starting spot. There's also ones that allow them to turn left or right 45°, to add more variety. Finally there's two animations where they fly off.

Bird animation v01 - all birds

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Bird animation v01 - all birds

Bird animation v01

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0:43

Bird animation v01


Julien Kaspar
Julien Kaspar Director

The ice movement is finally back and there's a first pass on the pond challenge to get an item off the ice.

Pond Challenge

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1:21

Pond Challenge

Ice Movement Overhaul

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0:54

Ice Movement Overhaul

Build: Frozen Pond

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Build: Frozen Pond


Rik Schutte
Rik Schutte Project Coordinator & Animator

This week we tackled the 'Gate challenge' in animation. This challenge consists of a couple of steps where separate animations were required to complete this part of the game. Once the player solved the gate challenge, he would be able to find the tennisball, this animation has also been updated accordingly and is ready for implementation. Next to that, smaller polish tasks to be completed.

pinda picking up tennisball

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pinda picking up tennisball

Character snuggling

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Character snuggling

Pinda trying the gate

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Pinda trying the gate


Simon Thommes
Simon Thommes Technical Director

This week for me was mainly about implementing more FX. I polished some of the existing ones a bit more and created new ones for environment interactions. Besides that I worked on the intro a bit to implement more of the animations coming in.

Footstep FX

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0:37

Footstep FX

Bush Wiggle

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0:19

Bush Wiggle

Item Pick Up Animations

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0:19

Item Pick Up Animations

Mouse Cursor Behavior

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0:34

Mouse Cursor Behavior


Vivien Lulkowski
Vivien Lulkowski Art Director
Beau Gerbrands
Andy Goralczyk
Simon Thommes

Lots of small random leftover tasks got tackled this week like cleaning up the emote animations, some concepting, some texturing, some messing with fx textures that finally made it into the game. I also reanimated the mouse cursor, but I have no footage of it, whoops! (I'm also starting on another ongoing project one day a week now so my DogWalk time is reduced from now on!)

plateau notes

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plateau notes

footstep textures wip

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footstep textures wip

footstep textures adjusted

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footstep textures adjusted

translucent willow leaves

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translucent willow leaves

pond crack texture

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pond crack texture

Shovel staging snow mounds

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Shovel staging snow mounds

hearts emote

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0:07

hearts emote

snowman emotes mockups

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0:16

snowman emotes mockups


#11 Effects & Lighting Magic

  • April 7th, 2025
This week on Project DogWalk

More work on the intro and outro, set dressing and missing parts of the game. But the lighting got a big overhaul and plenty new effects make movement more exciting.

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Hjalti Hjalmarsson
Hjalti Hjalmarsson Animator & Rigger

This week I finished animating the Outro scene, addressing all notes and giving it a final polish pass. I also animated Pinda pulling on the dog leash. On the rigging side, I rigged the three bird characters, hopefully they will take flight soon.

Outro v08

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0:19

Outro v08

Outro v07

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0:19

Outro v07

Outro v06

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0:19

Outro v06

Outro v05

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0:19

Outro v05

Outro v04

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0:19

Outro v04

Pinda pulling v01

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0:00

Pinda pulling v01

Bird 03 rig v01

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0:47

Bird 03 rig v01

Bird 02 rig v01

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0:39

Bird 02 rig v01

Bird 01 rig v01

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1:03

Bird 01 rig v01

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Vivien Lulkowski
Vivien Lulkowski Art Director
Simon Thommes
Beau Gerbrands

This week I wrapped up the textures for Chocomel and Pinda! After that I explored some alternatives for the missing item iconography and messed around with the snow fx system, testing and providing some particle graphics for that.

missing items concept 2

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missing items concept 2

Snow FX particles

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Snow FX particles

missing items concept 1

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missing items concept 1

plateau concept and textures

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plateau concept and textures

Pinda texturing

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Pinda texturing

chocomel texturing

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chocomel texturing

crash "emote" frames

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crash "emote" frames


Andy Goralczyk
Andy Goralczyk Artist
Julien Kaspar

My main goal for this week was updating the lighting. We wanted to get rid of SDFGI (which wasn't doing much anyway) to improve performance. I added many many more lights in the world environment to add highlights, more depth to shadows and individual areas of interest. I also detailed the set dressing in the south of the pond around the willow tree and the fence area.

Willow tree area set dressing

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Willow tree area set dressing

Fence area set dressing

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0:43

Fence area set dressing

Lighting - Shed discovery

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Lighting - Shed discovery

Lighting - On the shovel path

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0:39

Lighting - On the shovel path

Lighting - Walk to the Clearing Area

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0:51

Lighting - Walk to the Clearing Area

Lighting - more lights in Godot

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0:31

Lighting - more lights in Godot


Beau Gerbrands
Beau Gerbrands Artist

This week, it was time to polish the assets texturing and adding normal maps to make the objects more tangible. Aside from this task I worked on set dressing the Clearing area and play-testing to see how the environment feels.

Clearing Set Dressing

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2:19

Clearing Set Dressing


Simon Thommes
Simon Thommes Technical Director

This week for me was focused on a mix of adding some of the more important initial FX and implementing the intro sequence, which nicely glues the gameplay to the main menu and also serves as a tutorial to introduce the player to the main game mechanics.

Snow FX

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0:34

Snow FX

Shrub Topple

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0:26

Shrub Topple

Intro Sequence Implementation

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0:52

Intro Sequence Implementation


Julien Kaspar
Julien Kaspar Director

Another week of small fixes and implementing new animations. There was also finally some work on the "Gate Challenge" in the east of the level, as well as some improvements to Pindas logic.

Gate Challenge

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1:26

Gate Challenge

Tug and pull logic

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0:46

Tug and pull logic

Build: Gate & More

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Build: Gate & More


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