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To connect the wall with Kristala's story and aesthetic, Tiff then created a BluePrint using a translucent crystal material that renders the wall invisible (without collision) on the first passthrough. Once initially passed, the wall becomes visible and has collision. Game Production / Rigging / Animation. link] Sound Design.
Fixing collision on trees. It may not seem like it would be a difficult piece of the game-dev puzzle to figure out, but we've struggled to make the fog in our demo level look realistic without also causing sight issues for players in game. link] Rigging / Animation. Music is an important piece of the Kristala puzzle.
The parasite model we’ll use in this game is downloaded from www.mixamo.com : Mixamo is a really useful site for game developer becuase all the 3D models are free, plus you can animate them and you can even upload your own 3D models, rig them, and animate them.
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