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A single shot or asset will often travel through numerous artists and multiple departments before being finalized. As an asset takes shape, it must be presented in a turntable so its look can be properly inspected and approved or given notes by relevant supervisors or clients. So, where do you fit into the production pipeline?
They can get right in and start creating, based on the assets and gameplay logic that’s already there. For a lot of our first time creators, we don’t anticipate them building their own universe. We anticipate them using one of the universes that we’ve created as a starting point. There’s no code.
Picture it as a complex puzzle in which you need to line up limited resources, tight budgets, and a creative vision to bring your story to life. These reports provide vital insights into resource utilization, from actor availability to prop requirements, while supporting multiple production units.
Once finished with the environmental concepts for the six clan capital cities, Harold then joined James in completing a few designs for items that still needed to be replaced with custom assets in the Kristala game build: Modular tunnel pieces. In-tact and broken Amulets. Check it out! 3D Modeling. Several intact and crumbling gravestones.
Need an emergency prop? Think of it as a global calendar puzzle - while some nations embrace Friday-Saturday weekends, others stick to Saturday-Sunday. Digital Asset Management Modern productions have evolved beyond physical film reels. Extra hands? They know just who to call.
Back in the world of environmental concepts, another of our artists, Ila, took on a concept from our ever-growing list of items and props. Next up in the realm of items and props are the Kotakayan weapon concepts pictured below that were created by our super talented Concept Artist, James. Level Design.
3D Asset Design. With the armor and character revisions completed, Nick moved on to a brand new task: a dungeon prop list! We can't wait to see this come to life even further as Nick continues working through his list of assets. Music is an important piece of the Kristala puzzle. Check it out! link] Sound Design.
3D Asset Design. To round out this sprint, Joe started working on a bunch of props that will be found in Nasonder. Music is an important piece of the Kristala puzzle. Plus, we'll introduce you to three of our newest talented dev team members too! Tune in next month to see what else Joe has up his sleeve. link] Sound Design.
Now that our concept art team has nearly completed the designs for all existing assets and items in the Kristala build that needed to be replaced with fresh assets, they're now able to move on to creating brand new items that don't yet have 3D counterparts. Bianca wasn't the only modeler working on props this sprint.
With all core mechanics and elements now in place, the last thing on the list is to add any last-minute assets and address bugs. Our third concept artist, Harold, also worked this month on detailing a few overview pieces and associated callouts for assets featured in this great Nisargan city.
The modelers on our dev team are ridiculously talented and they do a damn good job of bringing our character, prop, and environmental concepts to life. Here's a look at Cass's custom boulders in progress, followed by some additional 3D props and assets some of our other team members created this sprint. Level Design.
For some items in the old version of the Kristala demo, we used stand-in props from the UE4 marketplace as place holders until we could create our own, custom designs and 3D models. Music is an important piece of the Kristala puzzle. Here's a look at just a couple of the dwellings Hassan was able to create this sprint.
3D Asset Design. With Cass tackling Nasahara, one of our talented 3D Generalists, Karena, continued working through various models for 3D props and items found in the Nisargan capital city of Nisar. Music is an important piece of the Kristala puzzle. link] Sound Design.
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