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Sent this ask a while ago but I think Tumblr ate it so here it is: In which stage of game development are relationships between characters decided? Asking this because I recently found an old Final Fantasy VII relationship chart and originally some characters were supposed to have completely different bonds compared to the ones they ended up having in the actual game. These seem to be quite important plot points, so I assume that final decisions should be made before creating cutscenes? Or you can change stuff later if devs come up with better ideas?

Ask a Game Dev

building environments, creating animations and rigs, building the technology), and then do the things that take less time to complete later. For features like cutscenes, it depends on how much difficulty it takes to build the cutscenes. This means we have to start work on the things that take the longest as early as possible (e.g.

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The Kristala Dev Blog - Issue #23

Astral Clock Tower Studios

Welcome back to the ever-enchanting Kristala dev blog, where you can get front-row seats to the development process for indie 3D dark fantasy ARPG Kristala, the first title from female-owned-and-operated indie game studio Astral Clocktower Studios. Are you ready to enter the fantasy? Here we go. 3D Asset Design.

Dev 52
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The Kristala Dev Blog - Issue #27

Astral Clock Tower Studios

Here you'll get an inside look at the detailed development work done for 3D dark fantasy ARPG Kristala, the inaugural title from the team behind Astral Clocktower Studios—a female-lead indie studio based in Central PA, USA. For now, let's leave reality behind and take a step into the dark fantasy world of Kristala. 3D Asset Design.

Dev 52
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The Kristala Dev Blog - Issue #25

Astral Clock Tower Studios

Hello, loyal Kristalans and faithful fantasy fanatics! Today we're serving up some seriously exciting updates, including a look at our new, custom game cursor; updates on our new player character's rigging and animation; and a sneak peek at our newest WIP level area. Let's get immersed in the dark fantasy world of Kristala.

Dev 52
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Game art vs game design: What is the difference?

Logic Simplified

Character artist The character artist shapes the characters through the creation of visual elements like facial expressions, weapons, and clothing through the use of sculpture, rigging and editing. Also, they must be creative and design innovative gameplay features that will set their games apart from the competition.

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From architecture to virtual production—Aurora's real-time 3D journey

CG Spectrum

Read about Aurore's journey from architecture to real-time 3D and see one of the magical worlds she built as part of the Real-time and Virtual Production Course at CG Spectrum, which was featured by Unreal Engine as part of their Community Spotlight! Why Aurore made the switch from architecture to virtual production.

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The Kristala Dev Blog - Issue #18

Astral Clock Tower Studios

In addition to the icons, Bianca designed a few loading screens that will be featured in the Kristala crowdfunding demo. She also tried her hand at creating an animated loading sequence featuring one of our signature crystals. Animation / Rigging / Production. Here are two fresh icons for two of our newest spells. Level Design.

Dev 52