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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). Can you spot it? Let us know in the comments! Level Design.

Dev 52
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The Kristala Dev Blog - Issue #26

Astral Clock Tower Studios

In today's issue, you'll get an update on all the custom 3D assets we've been working on for the capital city of Nisar, plus a peek into our process for creating a fully functional facial rig for our female main character. We're looking forward to seeing how Cass textures this beast of a model once he's done crafting it. Check it out!

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. First, Shelly gave a little facelift to the texturing used on our Masarusa enemy. Animation / Rigging / Production.

Dev 52
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The Kristala Dev Blog - Issue #27

Astral Clock Tower Studios

Now that both versions of the Cathedral models are complete, Cass can begin unwrapping the UV's before diving into the tedious texture work. This sprint, Karena was able to tackle the UVs and begin texturing. Rigging / Animation. Take a look! Here's a look at Nick's 3D version of the Myrtuna crest. link] Programming.

Dev 52
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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

Now that he's done with the model itself, Cass will focus on unwrapping the UV's before getting started on the detailed texturing for this colossal beauty. With Shelly's keen eye for detail (and impressive modeling and texturing skills), she's been able to capture exactly that with her new and improved crystal models.

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

This sprint, Fede was able to continue working on the soldiers and armor he'd started, polishing up details and working on intricate textures. After nailing the painting and texturing in Maya for the lantern, Joe then worked on properly setting up this model in Unreal Engine. link] Rigging / Animation. Take a look.

Dev 52
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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. With Lophi's model and textures nearly complete, Pete spent the first half of this sprint finetuning this beasty baddie's details and adding some additional flare to the character's fins and spines.

Dev 52