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We're so happy you're joining us for another epically magical installment of the Kristala Dev Blog! This is the place where we break down all aspects of development for 3D Dark Fantasy ARPG Kristala—an indie game in developed by the wildly talented dev team behind women-owned indie games studio, Astral Clocktower Studios.
Welcome back to another exciting issue of the ever-enchanting Kristala dev blog! We'll be sure to keep you posted on all the sweet deets as we near our Patreon launch date, so be sure to stay tuned to our socials and public dev blogs for updates and announcements (including an exciting kick-off contest where you can snag a FREE PS5 ).
Thanks for tuning in to another exciting issue of the Kristala dev blog! 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. Concept Art.
Welcome back to another exciting issue of the Kristala Dev blog. Here's how it works: each month, we share all the progress every branch of development has made as they collectively work towards completing Kristala's vertical slice—from stunning concept art and 3D models to custom animations, level design, and everything in between.
That's why we were super excited when we learned that this year's fifth-annual Play NYC convention would be held in person (with tons of awesome precautions in place to ensure all devs, speakers, and attendees were kept safe and healthy). 3D Generalist Karena also spent some time wrapping up a few ongoing designs over the past month.
The cost of any content in game dev is directly proportional to how much new stuff needs to be created for that content. If the character needs to animate differently than everyone else (i.e. If the cutscene needs new animations we need to bring on an animator to spend time building the new animations needed for the cutscene.
Welcome back to the ever-enchanting Kristala dev blog, where you'll get a front-row seat to the development process for the inaugural title from the leading ladies at Astral Clocktower Studios—a female-owned indie games studio based in Central PA, USA. The dynamic mesh will allow the door to be animated and properly opened and closed.
Hello, and welcome to the official Kristala dev blog, where we break down the development process for 3D Dark Fantasy ARPG Kristala each month. If you've been keeping up with our dev blogs already, you know that they're pretty hefty when it comes to content. BUT WAIT, THERE'S MORE! Kristala at Play NYC 2021. Concept Art.
You're currently tuned in to the official Kristala Dev Blog, a monthly compilation of all the development done on our first game, Kristala: a Dark Fantasy ARPG created by women-owned indie game studio, Astral Clocktower Studios (hey, that's us!). Kristala Official Gameplay Trailer.
Welcome back to ACS headquarters for another rousing installment of the Kristala game dev blog. We can't say too much just yet, but you're definitely gonna wanna tune into next month's dev blog to see how ACS kicks development into high gear. Stay tuned to next month's dev blog issue for a look at the finished piece!
Welcome back to another magically entrancing issue of the Kristala dev blog. Stay tuned to the Kristala dev blog—and to all our socials—to learn how you can get exclusive, behind-the-scenes access into Harold's entire, step-by-step process. Hello, faithful feline-lovin' friends and fantasy aficionados! 3D Environmental Design.
You're just in time for the latest installment of the ever-enchanting Kristala dev blog, a monthly compilation of the game development completed for indie 3D dark fantasy ARPG Kristala in November 2020. Plus, we'll introduce you to three of our newest talented dev team members too! Game Production / Rigging / Animation.
Most of the sets, characters and props were built by hand over a period of 3 years. So our solution was to 3D scan all the things we built in order to then process them in a more conventional game dev sense.” If a little bit of that positive oddity gets to reach someone out there that’s excellent.”
About Overwrite Interactive's global game dev team & their roles. In October, CG Spectrum graduate Dogyeong joined from the US as Concept Artist , creating the looks for the game’s characters, environments, and props. Alexios did this as part of his research stage, a vital component of starting any new game dev project.
Builds, adjusts, and maintains animation skeletons for animators to make motions with. Sometimes called “ technical animator ”. Animator : [ Sculptor of time ]. Prop Artist : Creates the wire frames that form the shape of not living things. Rigger : [ The skeleton master ]. Who makes them work?
All branching conditions and where the branches lead How this scene handles the different branches that lead to this scene A brief description of what happens during this scene Any sort of other requirements for this scene (props, character models, voiced lines, environments, animations, etc.) Got a burning question you want answered?
Perfect for pretending to have played Deathloop if you find yourself talking to a game dev. Not that you should ever talk to a game dev. They're small little bottles that blend-in with junk prop set dressing from a distance. where the main drawback is you're still vulnerable during the 2 second execution animation.
Their job is to choose the clearest, highest-quality words they can assemble, and (usually) give them to other devs to be put into the game. 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? And that’s humans!
Props to them for trying. This leads to the most infamous scene in the game, where you try to destroy the daughter's beloved stuff animal to make her cry. Fellow indie devs have privately, harshly turned on me for saying this, but it is true. Oh, many were the obscenities we shouted at the simp that play session.
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