DevBlog 52 / House in the woods

Hello, everyone!

The new environments for Chapter 2 are evolving smoothly, and the art team has been hard at work producing all the required content to really develop unique locations for the players to explore. One of the current challenges has been to come up with a different kind of architecture to contrast with the stern Ancestor-built ruins of the previous areas. This time we went for a more “rural look”, loosely based on the Portuguese Traditional/Popular construction.

Using the Amplify Shader Editor and Vertex Painting, we’re able to quickly put together houses like the one shown below, while making them feel different from each other by making texture variations.

House in the woods.

Meanwhile, our master puppeteer has improved upon the existing running animation by tweaking the position of the arms and spine of the Girl while she is equipped with any type of weapon available. This way, the particular weights of both short and long swords, as well as maces, hammers or bows, really come through as the animation contextually adapts.

Upper torso bow base animation – blended with walking and running animations in real-time.

Run cycle variation.

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