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Bianca manually did the retopology for the nymph, unwrapped and laid out the maps, baked the details, and started to spend time learning more about texturing in Substance Painter. Although Pete joined our team as a second Concept Artist (and is damn good at it too), he's proven to be an equally talented Character Modeler. Concept Art.
Kristala does feel like a traditional indie Soulslike game in many ways, but we've also lovingly baked in a ton of elements that will appeal to fans of other genres too. Concept Art. And with a dark fantasy action RPG like Kristala, there's pleeenty of concepts to go around, especially when it comes to weapons and armor.
In today's issue, we're servin' up some serious updates on a few large-scale, ongoing 3D models and concept pieces. Using a few detailed concepts from our art department, our 3D Character Designer, Bianca, has been working the past few sprints on modeling out each of our three Kota soldier variants and their accompanying armor sets.
Concept Art. As part of our demo overhaul, we recently welcomed a few new team members into our motley crew in order to help us better establish the dark-fantasy vibe we're going for—including the newest member to our Concept Art team, Harold. Curious about Harold's process for building out each concept's composition?
Content was added at a constant clip: new weapons, new rule-based modes and maps were dropped every month, and new modes came in every quarter with major content beats during Chinese New Year and in the summer (when engagement peaks). There was no concept of events or free/ earnable content.
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