Introducing one of the heavy hitters
behind the scenes for getting an enemy working in game.
Here’s the concise design step through for the Slipstream enemy.
Unlike the single object Black Clouds, this was an immediate jump in complexity. Although the design still looks simple it had to be rigged, animated, given dynamic cloth attributes, particle simulation for steam, and react according to its situation in game. Below you can… Continue Reading “The Swindler”
This short video explains a very high level view of Star Duck just to whet appetite for curiosity.
Above is the final version. Below is a walk through from the sketches through all the iterations this enemy went though. An extremely simple design, but it served perfectly to learn all the new tools we wanted to use for the game.