
WEEK 4
This week the team dedicated themselves to get done with our first boss' stage, the arena. Lots of assets were made, AI was coded and most importantly, here is where we began to see the game come to life for the first time. Nevertheless, a lot was accomplished and learned this week.





Modeling Progress
Week four was very productive for the art team! With the Minotaur finished, it was time for a new boss to emerge- the Golem. Maya was able to model this beast within a few days which allowed some wiggle room to assist in other things, such as environment props other boss variants. Uriel completed the owl lady model alongside the low poly model, and began the process of texturing. With the completed main character model, James was able to begin creating modular pieces for the hub, as well as completing the textures for those modular models.



In addition, the arena enviorment was nearing completion. As this was our first enviorment for the game, it really set a learning curve not only for the artists but the tech artists as well. How we processed this first enviorment is something we would take into account going forwards.

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Technical Progress
Tech progress continued to develop with the boss AI. Juan retargeted the skeletons of our characters into animations and also began the long journey of rigging our characters. A final version of the AI behavior tree was made for the Minotaur boss.
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In the VFX side, stylized particles for the game were made using Unreal's Niagara particle system. Our VFX artist, Dani learned a lot about how to make noise textures and applying them to materials in order to make the particles come to life within the engine.



Additional Pictures

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