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The Kristala Dev Blog - Issue #33

Astral Clock Tower Studios

Concept Art. Now that our concept art team has nearly completed the designs for all existing assets and items in the Kristala build that needed to be replaced with fresh assets, they're now able to move on to creating brand new items that don't yet have 3D counterparts. You can see the three options Nicholas shared with our team below.

Dev 52
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The Kristala Dev Blog - Issue #35

Astral Clock Tower Studios

Concept Art. When it comes to creating unique environments, characters, weapons, and other items—especially ones for an alien, fantasy world we dreamed up from scratch—we wouldn't get very far without our concept art team.

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

link] Concept Art. There's a specific role the damaged piece plays in the Kristala demo's core storyline, and it coincides with an NPC we've been keeping under wraps up until this point. We can't wait to go back again next year! You'll notice that the amulet in the second concept below includes both an intact and broken version.

Dev 52
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The Kristala Dev Blog - Issue #19

Astral Clock Tower Studios

[link] Next, Will worked on modifying the death systems for our main character (and some of the game's enemies) to allow them to utilize the new death animations Producer Allie recently created (make sure you check out the Game Production section to see them in action). Concept Art. Animation / Rigging / Production.

Dev 52
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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

SYKOMANA CRYSTAL: The Sykomanans are masters in matters of the mind - gifted in the mental arts of both telepathy and telekinesis. Last issue, we shared 3D Character Designer Bianca's progress on the model for our Nisargan forest nymph NPC. Concept Art. Let us know what your favorite one is in the comments section.

Dev 52
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The Kristala Dev Blog - Issue #17

Astral Clock Tower Studios

After fiddling around and running some tests, Will was able to make it so that the character can effectively roll through various environmental objects - like the barrels shown in the clip below - to destroy them. Animation / Rigging / Production. First, Shelly gave a little facelift to the texturing used on our Masarusa enemy.

Dev 52
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A day in the life of a narrative designer

Game Global

This is a clip of the Heider-Simmel animation. How can I get this NPC to convey a specific emotion if I don’t have that specific animation in my toolbox? What does the Art Team need to know about this quest or level? And that’s humans! That’s what we do. We are all storytellers to some extent.