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Stylized Rendering with Brushstrokes
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  • DOGWALK
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Latest on DOGWALK

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#11 Effects & Lighting Magic

  • April 7th, 2025
This week on 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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0:43

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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0:22

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


#10 Beginning and Ending

  • March 31st, 2025
This week on DOGWALK

Among other improvements, the main focus this week was on the intro and outro of the game.

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Julien Kaspar
Julien Kaspar Director

I mainly focused on bug fixes small improvements this week. There was also quite a bit of playtesting and overseeing the vast amount of work from the team :D

Build: Intro & Menus

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Build: Intro & Menus


Hjalti Hjalmarsson
Hjalti Hjalmarsson Animator & Rigger

This week was all about blocking out and animating the outro. On top of that we discovered a couple of animations had weird "scaling" artifacts going on. After some investigation we realized that Godot has a hard time dealing with bones that stretch (which is normal to use for a typical IK setup). After a couple of experiments with mixed results, I ended up updating the problematic IK with a "two bone" solution that replace the stretch bone with two bones at each end that track towards each other.

Pinda IK arms "no stretch" solution

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0:27

Pinda IK arms "no stretch" solution

Chocomel front legs ik "no stretch" update

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0:37

Chocomel front legs ik "no stretch" update

Outro v03

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0:17

Outro v03

Outro v02

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0:16

Outro v02

Outro v01

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0:15

Outro v01


Andy Goralczyk
Andy Goralczyk Artist

I worked on detailing the set dressing in the Hub area, added path crossing textures and new sign assets.

Northern hub set dressing

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1:26

Northern hub set dressing

Snowman building trails

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Snowman building trails

Hub path crossings

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Hub path crossings

Fireplace signs

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Fireplace signs

Sign Board

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Sign Board


Pablo Fournier
Pablo Fournier Animator

This week I mostly focused on refined a bit more the intro animation, is a big chunk of animation so is taking a bit longer to finish

chars-intro-blocking_plus

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0:26

chars-intro-blocking_plus

chars-intro-layout

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0:27

chars-intro-layout


Vivien Lulkowski
Vivien Lulkowski Art Director

This week I was concepting the sign board and the map for the game and provided button/click prompt animations we can use to clue the player into digging the kid out for example :) I also improved Pinda's tear graphics so they are more chonky and readable in the game!

missing arm and hat of the snowman

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0:08

missing arm and hat of the snowman

button clicks and mouse clicks

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button clicks and mouse clicks

Sing board concept

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Sing board concept

update to signboard concept

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update to signboard concept

textures for the signboard

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textures for the signboard

Pinda tears

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Pinda tears


Pablo Fournier
Pablo Fournier Animator

This week I finished the intro animation on Pinda, and started back on the treat animation

SYNC-chars-treat.004

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0:04

SYNC-chars-treat.004

SYNC-chars-treat.003

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0:04

SYNC-chars-treat.003

chars-intro-polish

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0:29

chars-intro-polish


#9 Bugs and Bubbles

  • March 24th, 2025
This week on DOGWALK

Bug fixes, rewrites and pretty-fying for the Playgrounds Art Department event. Getting a bit of polish before everything breaks again :D

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Andy Goralczyk
Andy Goralczyk Artist

My goal for this week was to settle on the textures for the various paths around the world map. I also worked on adding detail to the goat shed in the fence area and managed to make the frozen pond more interesting.

Path endcaps and variations

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0:24

Path endcaps and variations

Pond underwater textures

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0:43

Pond underwater textures

shed straw

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0:14

shed straw


Rik Schutte
Rik Schutte Project Coordinator & Animator

This week was a bit split between project Dogwalk and preparing for the Playgrounds Event in Eindhoven. I took some work from Pablo, adding animation cycles for Chocomel for the introduction.

Pinda branch pickup

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0:01

Pinda branch pickup

Intro 'Chocomel waking up'

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0:07

Intro 'Chocomel waking up'


Simon Thommes
Simon Thommes Technical Director

This week I finally implemented some of the things that make our little project feel more like a game. That's a user interface for menus and saving/loading. besides that, this week was the `playgrounds - the art department` event, where I gave a presentation, so I spent some time on preparing and then being there for the event.

Save and Load

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1:27

Save and Load

Initial Game Menu UI

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0:53

Initial Game Menu UI


Julien Kaspar
Julien Kaspar Director

I got to focus a bit more time on bug-fixing and refactors. Especially in preparation for play-testing the game at the Playgrounds event in Eindhoven. A couple of new features found their way into the game that will be essential for work on the following week.

Obstacle Avoidance

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1:33

Obstacle Avoidance

Build: Playgrounds Playtesting

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Build: Playgrounds Playtesting


Hjalti Hjalmarsson
Hjalti Hjalmarsson Animator & Rigger

This week there were some rigging tweaks and new rigs for props. Also polished the animations for Pinda attaching the tennis ball and the shovel to the snowman. Furthermore I did a rough mockup pass of the outro.

Outro mockup v01

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0:16

Outro mockup v01

Pinda attach tennis ball v04

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0:04

Pinda attach tennis ball v04

Pinda attach shovel v02

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0:04

Pinda attach shovel v02

Treat rig v01

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0:13

Treat rig v01

Pinda treat rig v01

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0:18

Pinda treat rig v01

Pinda camera rig v01

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0:14

Pinda camera rig v01


Vivien Lulkowski
Vivien Lulkowski Art Director
Andy Goralczyk
Julien Kaspar

Somehow it was a productive week, despite the extra preparations that went into the Playgrounds Festival in Eindhoven! I got to do lots of menu mockups, already using our custom font (made in Fontra) and animated some emotes for further testing and implementation + some stray leftover concepting work.

Tree fade fx concept

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0:19

Tree fade fx concept

Straw concept

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Straw concept

leash hook bit design

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leash hook bit design

Poster design + cardboard poster

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Poster design + cardboard poster

Emotes rough animation

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0:38

Emotes rough animation

Emotes rough animation

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0:38

Emotes rough animation

letter selection fx

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0:08

letter selection fx

Menu Mockups Grid

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Menu Mockups Grid

Font WIP

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Font WIP

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#8 Music to my Ears

  • March 17th, 2025
This week on DOGWALK

Storyboarding and animation for the intro and ending, an adaptive soundtrack, more level design and new features.

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Julien Kaspar
Julien Kaspar Director

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.

Build: Music & more

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Build: Music & more

Camera Magnet Zone Test

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1:17

Camera Magnet Zone Test

First Karma Test

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1:31

First Karma Test


Vivien Lulkowski
Vivien Lulkowski Art Director
Julien Kaspar
Rik Schutte
Andy Goralczyk

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.

Color Paintover

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Color Paintover

Outro pitch

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0:25

Outro pitch

Cardboard Treats

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Cardboard Treats

Quick Camera Concept

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Quick Camera Concept

Pinda Mood Management

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Pinda Mood Management

Shed concept

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Shed concept

first pass of emotes

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first pass of emotes

Papercraft Birds

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Papercraft Birds

Bird textures and ref images

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Bird textures and ref images

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Andy Goralczyk
Andy Goralczyk Artist
Vivien Lulkowski

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.

Fence and gate area - new shed and redressing

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Fence and gate area - new shed and redressing

Pinda camera modeling - papercraft pass and textures

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Pinda camera modeling - papercraft pass and textures

Pinda camera modeling - first pass

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Pinda camera modeling - first pass

Bird proportion preview

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0:53

Bird proportion preview

Birds modeling and texturing

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Birds modeling and texturing

LUT workflow test

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0:50

LUT workflow test


Beau Gerbrands
Beau Gerbrands Artist

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.

Camera Adjustments

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0:31

Camera Adjustments

Treats Props

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Treats Props

Clearing Navigation Paths

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Clearing Navigation Paths

Clearing Gameplay Path Adjustments

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1:15

Clearing Gameplay Path Adjustments


Hjalti Hjalmarsson
Hjalti Hjalmarsson Animator & Rigger

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.

Fence gate rig v01

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Fence gate rig v01

Branch rig v01

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Branch rig v01

Pinda attach shovel v01

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0:03

Pinda attach shovel v01


Simon Thommes
Simon Thommes Technical Director

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.

Dog Leash - Spring Behavior

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Dog Leash - Spring Behavior

Emote Bubble Implementation

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1:09

Emote Bubble Implementation


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