Dev Log #5
There was discussion with the 3D artist on the team with the 2D artist when creating the main big enemy “Spotlight guy” (name still pending) about the detail transfer from 2D concept work to 3D model. The consensus from the 3D side is that some of the minute and less important small details on the design from the concept work would take a tad too long to be done on the 3D model so a compromise was made where the 2D artist helped guide on the general blocking it to replicate the same essential design, keeping important details whilst making the modeling job easier. There were no real sacrifices to the core integrity of the design and both parties were happy. There were also discussions about the programming aspects as well such as discussions on the progress of the enemy AI, such as where things might have had issues (for example the mesh mucking around in the level, getting any bugs polished with the Enemy AI, making sure animations were working correctly, etc). At this stage all the concept art had been completed, all the UI work had been finished (until there were a few last minute ones added due to time left on the 2D artist’s side), the 3D assets had been created as well as the texturing.
(boss model above, minion model below)
Get Omnipresence
Omnipresence
Status | Prototype |
Authors | santu2409, Gothbun, cyber555 |
Genre | Interactive Fiction |
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