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Interview: Jordan Weisman on Adventure Forge

Game Daily

First, we have the universe level where you establish things like game mechanics, abilities, characters, locations, statistics and so on. They can get right in and start creating, based on the assets and gameplay logic that’s already there. Jordan Weisman: It works on a couple of different levels. There’s no code.

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The Kristala Dev Blog - Issue #33

Astral Clock Tower Studios

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. Bianca wasn't the only modeler working on props this sprint.

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

Once finished with the environmental concepts for the six clan capital cities, Harold then joined James in completing a few designs for items that still needed to be replaced with custom assets in the Kristala game build: Modular tunnel pieces. In-tact and broken Amulets. Check it out! 3D Modeling. Several intact and crumbling gravestones.

Dev 52
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The Kristala Dev Blog - Issue #34

Astral Clock Tower Studios

As we move closer and closer to completing the vertical slice for Kristala, our dev team has been working hard to finish all the designs, models, and mechanics that will be featured in Dalamase, the level area that's featured in the slice. As we mentioned above, Cass wasn't the only artist on our team to create custom props this sprint.

Dev 52
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The Kristala Dev Blog - Issue #36

Astral Clock Tower Studios

With all core mechanics and elements now in place, the last thing on the list is to add any last-minute assets and address bugs. Our third concept artist, Harold, also worked this month on detailing a few overview pieces and associated callouts for assets featured in this great Nisargan city.

Dev 52
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The Kristala Dev Blog - Issue #29

Astral Clock Tower Studios

Back in the world of environmental concepts, another of our artists, Ila, took on a concept from our ever-growing list of items and props. Next up in the realm of items and props are the Kotakayan weapon concepts pictured below that were created by our super talented Concept Artist, James. Level Design.

Dev 52
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The Kristala Dev Blog - Issue #31

Astral Clock Tower Studios

For some items in the old version of the Kristala demo, we used stand-in props from the UE4 marketplace as place holders until we could create our own, custom designs and 3D models. Next up on our list of revised concepts are the beautiful potion consumables concept artist Ila worked on this sprint.

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