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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. Here's a recent track Adeel put together for our demo, backed by some awesome gameplay clips Allie recorded and pieced together.

Dev 52
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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

Last issue, we shared 3D Character Designer Bianca's progress on the model for our Nisargan forest nymph NPC. While studio co-owner and Lead Level Designer Tiffany put the widgets together in Unreal Engine (you can read more about her work in the following section), it was Will who penned the written content itself. Take a look!

Dev 52
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The Kristala Dev Blog - Issue #19

Astral Clock Tower Studios

As Pete's first official task for Kristala, we had him work on revising the concept art for a very important NPC, Gustav Gondasa. link] Shifting gears from animation to rigging, Allie then brought the Anagativan skeleton enemy Nick redesigned this sprint into Unreal Engine in order to test the skinning she'd previously completed.

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

In order to initiate these changes, however, it was vital that we had proper environmental and character concepts to work from so that our 3D modeling team was fully capable of bringing the Kristala that exists in our minds to life in Unreal Engine. Here's a little clip Allie snagged while making changes to these combat VFXs.

Dev 52
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The Kristala Dev Blog - Issue #35

Astral Clock Tower Studios

We've shown off 3D Generalist Joe's progress on this shield in previous installments of the Kristala game dev blog , but after a few other minor tweaks and revisions, the piece is now completed and ready to be implemented in Unreal Engine. They were instead created by a special NPC for a specific purpose.

Dev 52
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The Kristala Dev Blog - Issue #33

Astral Clock Tower Studios

In our last issue, we showed off Nicholas's progress on the details he's added to give this NPC the signature Keozan look. After nailing the base model for this beast, Fede then brought the rat in engine to begin tweaking the hair shading and playing around with hair cards to create random tufts and patches of fur. Check it out!

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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 casting agency or sound engineer need to know about this recording session? How should I space out my content to create the pacing I want? Localization.