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The Kristala Dev Blog - Issue #33

Astral Clock Tower Studios

Their leather armor is often decorated with twisting vines, animal imagery, preserved flowers, and other natural craftsmanship. link] With the model for the amulet prop completed, Bianca then worked on designs for the three variants of Nisargan magic staffs that will be found in game, as well as the model for a magical, Myrtunan shiv weapon.

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

link] [link] [link] In the last issue of the Kristala dev blog, we showed off some of the props our 3D Environmental Modeler, Cass, had been working on that will be used to detail the various water villages that comprise The Dalamase. the red one featured in the below clip) to better match the overall vibe and aesthetic of the level itself.

Dev 52
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A day in the life of a narrative designer

Game Global

We must understand (and preferably help create and document) the game as a whole: from core mechanics to level design to cinematics, and everything in between. 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?

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The Kristala Dev Blog - Issue #36

Astral Clock Tower Studios

link] Not only does this new trailer feature a ton of sweet cinematics created right in Unreal Engine using our own models and animations, but it also showcases two new characters you’ll meet in gameplay during Kristala too. We also really love how authentically Nisargan all the furniture pieces and props Harold created feel.

Dev 52
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The Kristala Dev Blog - Issue #34

Astral Clock Tower Studios

Here's how it works: each month, we share all the progress every branch of development has made as they collectively work towards completing Kristala's vertical slice—from stunning concept art and 3D models to custom animations, level design, and everything in between.

Dev 52
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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

If you've been keeping up with our dev blogs over the past couple issues, you'll know that we've been working hard to come up with a way to create realistic-looking fur for our various animal-like characters. Because of his expertise, we now have the proper dodge mechanics in place that will make bashin' on baddies suuuper fun.

Dev 52