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The Kristala Dev Blog - Issue #27

Astral Clock Tower Studios

As a result, Joe ended up playing around with a few different hair alphas; he realized the fur can look really nice depending on the angle and lighting, but that he might have to manually adjust a bunch of the planes to get them to better wrap to the model. Rigging / Animation. Events - Kristala Featured at IWOCon 2020.

Dev 52
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The Kristala Dev Blog - Issue #20

Astral Clock Tower Studios

If you're just tuning in, you may not have known that we unveiled a pre-alpha alpha alpha combat build of Kristala at last year's 2019 PlayNYC convention in - you guessed it - New York City! Animation / Rigging / Game Production. You can also follow our dev journey on social media via the links below.

Dev 52
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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

When the convention had concluded, Tiff worked on addressing some of the bugs our QA Testers discovered while testing the alpha build of the Kristala demo, like changing up the LODs on all assets to help with GPU usage, fixing a few lighting errors, cleaning up various files, merging a couple building assets, and adjusting streaming volumes.

Dev 52
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2021 Predictions #3 Top Mobile RPGs Will Go Cross Platform

Deconstructor of Fun

Fighting games pride themselves on high-quality heroes that are expensive to model, rig, animate, and integrate. Studios reuse hero rigs, limit the number of bones, simplify animation and optimize the VFX but there’s no way a fighting game can go full Small Giant and treat art merely as a functional piece of game design.