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The Kristala Dev Blog - Issue #17

Astral Clock Tower Studios

Below are two videos that showcase the throwing functionality; the first is an in-depth peel into the actual programming process within Unreal Engine 4, and the second showcases the throwing in action within the Kristala game build. Animation / Rigging / Production.

Dev 52
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A comprehensive guide to in-demand roles in film and games

CG Spectrum

3D models can be rigged and then animated, placed as stationary objects in a scene by a layout artist, simulated or destroyed by an FX artist, and used for shadows or holdouts by a lighting artist. They may also be required to use software that processes scans and photogrammetry. A recent 3D animation student reel from CGS.

Film 52
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Like a Dragon Gaiden Low FPS: How to Boost Performance

Game Errors

Full-Screen Optimizations : Sometimes, Windows’ full-screen optimizations can interfere with game performance, especially if there are conflicts with the game’s graphics engine. Your gaming rig deserves a power supply that can keep up with the action. How to fix Like a Dragon Gaiden Low FPS?

FPS 52
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The Kristala Dev Blog - Issue #29

Astral Clock Tower Studios

[link] With Tiff working on the beginning portions of the Dalamase, the newest member of our Level Design team, Ian, got started on blocking out and detailing the underground Cave level area that's home to an important NPC featured in Kristala's storyline. link] Rigging / Animation.

Dev 52
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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

This is the only place where you'll receive a monthly, in-depth look into the entire development process for 3D dark fantasy ARPG Kristala, an indie game built in Unreal Engine 4 by the incredibly talented team at Astral Clocktower Studios. He's a merchant NPC you'll meet as you embark on your journey to becoming a Raksaka warrior.

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

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. link] Rigging / Animation.

Dev 52
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The Kristala Dev Blog - Issue #35

Astral Clock Tower Studios

We've shown off 3D Generalist Joe's progress on this shield in previous installments of the Kristala game dev blog , but after a few other minor tweaks and revisions, the piece is now completed and ready to be implemented in Unreal Engine. They were instead created by a special NPC for a specific purpose. link] Rigging / Animation.

Dev 52