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WEEK 5

Now with all the coding almost completed, all what was left to do was the art. With the main character and bosses finally textured and in the engine, all that was left was to rig them and make sure they were working properly. The character artists in the team having finished their main task, began to tackle even more assets and flesh out the environment of our other bosses. 

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Rigging and Tech Progress

Definitely one of the biggest challenges for this week by far was the owl boss' rig. Having a non human creature in the game posed a great threat as it would take a while to animate by hand. The team decided to go at it by using mocap in order to avoid having to do heavy animation. However the mocap was to no avail as there were tech issues well beyond our capabilities. 

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On a lighter note, the functionality of the hub was finalizing and fleshed out. In addition the behaviour trees for our two remaining bosses were tested.

Modelling Progress

With the most important models out of the way, the modeling team now focused their attentions to the various props and assets our environments would hold. This week finally marked the finalization of the Minotaur's arena. Learning from the process, the next two boss environments went much more smoothly and faster! props to the team for a job well done! Not only that, Maya completed the golem, as well as the variants for all three bosses. Uri polished the Owl and created foliage for the arenas in order to bring more life and visually appealing aspects into the game. James continued working on the Hub environment as well as modeling props for the minotaur environment. Juan blocked out the owl and golem arena. Finally have all our bosses inside the engine!

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