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After tweaking and testing both enemies' AI behavior, we're now confident these baddies will properly engage and attack during gameplay. Lastly, Nick revisited the 3D model for his previously created Anagativa skeleton to improve its shape and textures before handing it off to Allie for rigging and animation. Take a peek! [link].
3D models can be rigged and then animated, placed as stationary objects in a scene by a layout artist, simulated or destroyed by an FX artist, and used for shadows or holdouts by a lighting artist. Texture artist - Texture artists specialize in creating the surface qualities (colors, patterns, sheens, etc.) What does a 3D animator do?
He also set up a new system built into the base code for our AI to allow us to easily enable or disable targeting an enemy in Blueprints (for things such as hiding enemies or enemies that are temporarily invisible to the player). In the clips below, you can see the Dodge issues in action. Animation / Rigging / Game Production.
Some of the additional fixes Will implemented were related to music transitions within the game build, correctly tracking/updating purchases made within the Skill Tree menu, adding pawn sensing to all AI enemies, and modifying noise triggers for walking too fast, sprinting, or performing a backflip.
Both Lead Level Designer Tiffany and Level Designer Ian spent a majority of this sprint working on said secret project, and while we can't show you progress shots from that project just yet, we can show you a bunch of gorgeous screenshots and clips from the vertical slice. Here's a peek at some of Ricardo's work from this sprint.
Here's a look at some of the issues in action, followed by a clip Ian snagged after fixing one of the "problem child" areas. An issue that randomly started appearing that was preventing our player character from visually reacting to any hits she received, which you can see highlighted in the clip shown below. Rigging / Animation.
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