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NOT telekinesis, only works on NPCs / PvP) Havoc (temporary shield / damage buff), very useful for people who keep dying (i.e. me) or PvP buff but conceptually rather boring Aether (cloak + invisible to laser sensors, attacks cancel it, can be upgraded to only consume mana while moving).
Gradually all these advancements and upgrades add up to a NPC-driven town that can maintain and feed itself automatically. A high concept with a high execution. And yet it doesn't get more mechanically complicated. Do you believe in the importance of live sacrifices? But also veganism?
Although we've tasked our newest concept artist and character modeler, Pete, with trying his hand at the textures for our main Anagativan characters (which you can see later on in this issue), Shelly spent the first half of this sprint finishing up her own textures. o [link] Concept Art. Check it out! Don't say we didn't warn you.
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?
3D Modelling 3D Animation FX Concept Art 2D Animation Game Design Game Programming 3D Modelling: Shaping Virtual Worlds “3D modelling is a rewarding career where you get to bring concepts and 2D imagery to life, sculpting personality and story into characters, objects, and environments.
Concept Art. After Concept Artist Harold reimagined each level area in the demo, we then had him concept out the individual props that will be needed to carefully detail each environment. We really liked the concept of the existing logo, but we wanted to see what it would look like with a more realistic clock tower.
Concept Art. While most of our dev team focuses on preparing an exclusive build of Kristala for Play NYC, our talented concept art team has been pumping out fresh designs for current weapons and items that still need revamped before our official vertical slice is complete.
Concept Art. In our last issue, we introduced you to a bunch of new team members that recently joined our growing family, including our newest Environmental Concept artist, Harold. Right away, Harold dove into creating fresh, detailed concepts for each level area in the Kristala demo. Let's dive in.
link] Concept Art. In order to initiate these changes, however, it was vital that we had proper environmental and character concepts to work from so that our 3D modeling team was fully capable of bringing the Kristala that exists in our minds to life in Unreal Engine. We can't wait to go back again next year!
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. Concept Art. These pieces will vary in both shape and strength.
AI-driven tools generate dynamic content, adapt game mechanics, and customize aesthetics, resulting in more engaging gameplay and new storytelling possibilities. Game modes like FIFA’s Ultimate Team are a practical example of this concept in action.
Concept Art. 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. 3D Modeling.
Also, worth listening to my conversation with Pete Seicienski on his “Adventure Games” concept, which is very much related to this Sense of Wonder thing ). It’s the fault of developers for not exploring new kinds of stories, new kinds of worlds, new kinds of mechanics and so on. This isn’t the fault of players.
Items in Rogue may also be cursed and therefore non-removable except via special means, though that is a tangential mechanic tied more to the identification minigame rather than item randomization itself.) Other types of NPCs can modify or convert other types of items. Find a Mechanic who may be hanging around a Repair Station.
Concept Art. When we last met, our concept art team was working on finalizing a few last-minute items needed for our Vertical Slice. 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. First, James worked on the concept for our Warp VFX sequence.
In addition to implementing death animations, Will also modified our new backstab mechanics to be more in line with the results we were looking for, then worked on ensuring our Stat system properly displays in the crystal menu and properly performs clamps. Concept Art. We recently welcomed a new member to the ACS Games family!
The game's complexity, especially for new players, is a significant challenge, with an overwhelming number of game mechanics introduced rapidly. And it doesn’t stop there, the game doesn’t let you sit with any new concept for a reasonable amount of time, the third, fourth and fifth battle only throw more your way (see screenshot below).
The game's complexity, especially for new players, is a significant challenge, with an overwhelming number of game mechanics introduced rapidly. And it doesn’t stop there, the game doesn’t let you sit with any new concept for a reasonable amount of time, the third, fourth and fifth battle only throw more your way (see screenshot below).
Here my walking mechanic borrows some sensibility from Death Stranding, where terrain can seriously slow down the player's speed, so a skilled player should micro-optimize their route a little and avoid water / hills / obstacles. In this situation, the NPC knows what you're here for and he wants it too, even if you kinda hate each other.
Some players may try to guess an NPC's sexual mood based on stereotypes like muscular tops, skinny submissive twink bottoms, etc. Violence is usually the first thing to prototype in an action game, but here it surprised me how much work it took to hack violence into an existing system that had no concept of it. L of semen for each one.
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