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Kaitlin Perry

Milestone 6

This week was a lot of asset building and cinematic work, we're full into crunch time!


Here are some assets that Brendan modelled and textured for the Sadness level. Lots of foliage to really make the level feel swampy; trees, ferns, cattails and more!


Brendan also worked on a concept of a rock with floating eyes - similar to our sadness level but with that added level of creepiness!



Rishi worked on taking some concepts (created by Brendan) from ideation to textured 3D models. These lamp posts will go into the sadness level and act as player guidance.



Kaitlin worked on a modular set for the ruins section of the game. The set consists of stone walls, stone columns, stone rows, A stone archway, and 2 types of pillars that can be stacked into different models.



 

The skybox for both the Anger Level and the Sadness level was updated by Sayed. This coming week we are going to be doing a lighting pass and ensuring we perfect the mood in each level.



Luna also got an updated texturing pass by Danielle!



 

For animations, Vivek continued working on custom animations for our Owl. He tested some head bobs and tail movement to give personality, as well as an updated flapping and flying animation.








Brendan created some creepy looking arms and added animations - they will be placed throughout the Fear section of the level and attempt to swipe and grab at Luna.


 

AK continuously worked hard to get our mechanics up and running. This week we had to add a root bone to the skeleton in order to get ledge climbing working. This means we had lots to bug fix in terms of locomotion. Mike worked hard on the transformation mechanic to have our foliage magically transform.




AK worked to get the Owl up and running with the Send mechanic, so now on a keypress event, the Owl will fly to a world location, stay, then come back when called.


 

The cinematics strike team is making progress - Fabian finalized our story, Danielle added lighting and animation to the 2D renders, Kaitlin created the audio blockout for the ending, and Joel worked on blocking out the 3D animations.


This is the updated Intro Cinematic:



And this is the Outtro Cinematic!



 

Our next week goal is to get together a walkthrough with the mechanics and locomotion fixed. We also are working on creating the ai for the bosses and fixing up the lighting - Stay tuned for more!

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