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The Kristala Dev Blog - Issue #29

Astral Clock Tower Studios

In last month's dev blog installment, we introduced you to the progress we'd commenced on the overhaul we're currently giving to the entirety of the Kristala demo—including characters, enemies, levels, and more. Concept Art. Right away, Harold dove into creating fresh, detailed concepts for each level area in the Kristala demo.

Dev 52
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The Kristala Dev Blog - Issue #31

Astral Clock Tower Studios

After over a year of exhibiting at various online game conventions, we can't properly tell you how stoked we are to be presenting an exclusive build of Kristala—featuring our revamped demo level—at this year's Play NYC convention. Concept Art. In the full version of Kristala, you'll be able to choose from one of six different clans.

Dev 52
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The Kristala Dev Blog - Issue #30

Astral Clock Tower Studios

Concept Art. Since embarking on the huge endeavor to completely revamp the entire Kristala demo, we've had our artists and modelers working hard to recreate some of the props and environmental elements that already existed in the original Dalamase demo level. Why redo everything again, you might ask?

Dev 52
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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

We really loved how the demo was looking at the end of 2020, but we thought it embodied a bit more whimsy than it did darkness, so we've officially embarked on a complete overhaul of the entire demo level, including character models, level design, environments, and more. Concept Art. Are you ready to get dark, dear friends?

Dev 52
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The Kristala Dev Blog - Issue #20

Astral Clock Tower Studios

Although we've tasked our newest concept artist and character modeler, Pete, with trying his hand at the textures for our main Anagativan characters (which you can see later on in this issue), Shelly spent the first half of this sprint finishing up her own textures. We can't wait to see what the other three will look like. Check it out!

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

link] Concept Art. 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. We can't wait to go back again next year!

Dev 52
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The Kristala Dev Blog - Issue #19

Astral Clock Tower Studios

In addition to implementing death animations, Will also modified our new backstab mechanics to be more in line with the results we were looking for, then worked on ensuring our Stat system properly displays in the crystal menu and properly performs clamps. Concept Art. Animation / Rigging / Production. Take a look! Level Design.

Dev 52