Kelvin - Dev Blog
Week One
For this week the teams got chosen for us and I got to be apart of a pretty good team with Josh and Em, We spent Monday discussing game ideas and we wanted to make a horror game because we think a horror game with capture the audience well and even if you don’t like horror games everyone is always intrigued by them.
So for we threw ideas around till we found some interesting things that would suit our game well, this went on for the rest of the day and once we were happy with our ideas we needed to concept more for tomorrow, the next couple days went a bit slow for us to concept due to our ideation but we got there.
We dished out tasks on Tuesday Josh was programmer, Em was art asset creator and I was character creation and rigger, This week was pretty easy just because we were concepting and modeling so it was pretty chill, I got to concepting the parasite and the main characters arm, so I knew we already had an arm that we could use because in previous games we used the same arm model so I left that for a later date.
I began working on the parasite model once I had finished concepting and got the all clear from the team, so I got started and had that low poly base model done by Wednesday afternoon, From there I asked the team if they liked it and they did so I exported it and took it into zbrush for a high poly detail and this took the rest of the week due to my absents caused by health, I spent the weekend finishing up the high poly model and taking it into substance for texturing.
I also took Sunday to research more on rigging something with 4 limbs, I started to work on it that day as well.
Week Two
To start off this week I continued on with rigging the parasite and that was pretty easy just because I had done rigging many times previously so I just used all that knowledge to help me with it, so the rig for the parasite was fully done on Tuesday.
With the parasite fully done I went onto the arm to get that done, We reused the arm model and the textures from previous games so that saved us a lot of time to use on the animations.
All I had to do for the arm was to create a shirt sleeve that the character is wearing and a wedding ring to give emotion and story elements to the game.
Since I had finished that pretty early I was onto giving the arm a rig as well, This was a quick rig so nothing special but it definitely works, So once I finished the rig I moved on animations for both the parasite and the arm, This was the long process of the entire development.
The animations took me the rest of the week with the weekend being the time to refine them and get time exported properly, The only issue I had with the animations was that the parasites animation didnt look the best, So I think time is a good thing to have with animations and I have learnt my lesson with giving myself way too many tasks and having to rush things just to get the game finished on time.
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