Tag Archives: Animation

DevBlog 48 / A new chapter

Hi there!

Since PAX East, our art team has been working on the new chapter. Hopefully, just by looking at the first enemy concept you can tell it’s going to be very different from the previous one. A more medieval approach, with epic battles and battlefields. We already have this area blocked out for quite some time, but both the look and feel of the enemies are still in the works. Also, some level design refinement will be done. As previously mentioned, the story and mood will get darker as the adventure progresses, and the upcoming environments will reflect that change.

Cursed soldier – Under-armor concept.

We are working hard polishing some aspects pointed out by some players during PAX (thank you for playing and giving us honest feedback!). A lot has been done in combat fine-tuning and camera behavior. Parries now work much better and are fun to use, and defending with shields now works properly, taking into consideration the direction of the attack (this applies to the player and the enemies alike). We also added some more visual feedback when an attack lands on bigger enemies (for example, if you hit their legs, they react to it subtly by twitching).

Like we’ve mentioned in previous updates, every time the player gets killed in the game, the Girl will awaken from a “nightmare” in the last checkpoint. That specific animation has already been implemented, as you can see below.

Waking up from a nightmare.

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DevBlog 43 / Animation improvements

Hi everyone!

This week various changes were made in the AI department, from simple enemies to mini bosses, and their behaviors have been polished. Also, some bugs that still persisted since our last showcase at Comic Con were finally fixed. Plus, we’ve added a simple stress meter that shows up while riding so players can tell for how much longer they can mount the Elk before needing to feed it some berries.

Our animator did a lot of new animations for our enemy models and gave them the appropriate mood and feeling. He’s constantly working on custom ones to replace the old placeholder animations that we still have in the project. Additionally, different weights are now assigned to each foe as they are instantiated, so that every enemy acquires a stronger sense of individuality. Here are the various forms of transformation of this type of enemies.

Hey! I’m walking here!

We’ve also been working on an important event that takes place in the final area of Chapter One – the meeting with the Kid. The player will be able to help him escape from the cage he is trapped in, eventually learning more about his origin as the journey continues.

Please save me.

Can I axe you a question?

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DevBlog 38 / Jump Start 2017

Hi there!

The Amplify Creations’ team hopes everyone had a blast during the winter break! This week we are back at full power, picking up where we left off. The “Rift Windmills” area is shaping up, and currently André is working on the tutorial/intro scene, where the player is introduced to a small background of the story and the first meeting between the Girl and the Elk. Like we have mentioned before, the game will feature more visual storytelling rather than an exposition narrative, so expect this tutorial/intro to have some small cutscenes but also gameplay.

Windmill materiality concept exploration.

Rocky shapes sketch for the “Rift Windmills” area.

The Kid is currently being animated, and we really want his carefree attitude to come through. This is a simple animation test to show of the cloth dynamics.

The Kid Test Animation.

Next week we will be working on the final chapter boss battle and event.

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DevBlog 34 / Muddy Slug

Hi there!

Once again, the team is working hard preparing a build for showcasing at Lisbon Games Week. Almost everything is ready, and we are finishing some small details as well as play testing a lot. Some additional features were added like an option to auto draw weapon when the player is near a threat. These showcase events are great for defining the default options of the game.

We also introduced last week some new enemies like the half transformed villager and a swamp slug. The latter is still in the making, but we can show you guys the concept.

The swamp slug.

Mid-transformation villager.

We are working on some new move sets of the Lumberjack Brother. There are still some balancing issues, but the feeling is there. We added physics to the pony tail.

Combo Attack move set.

The swamp area is complete (for now, we will add more stuff later). Time for some light baking, and small color grading tweaks.

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DevBlog 32 / The Lumberjack Brothers

Hi there!

This week André was working in the logic pass in the new area Tomé was populating a while ago. This area suffered a lot of changes, now has a lot more to explore and this led to a more careful balancing in enemy placing and rewards like the plants of the treat mechanic, what is inside the chests, etc. Collision testing is also a very monotonous task and there are always a few places where the character can get stuck during this phase of development. André also added these areas to the streaming logic for a more fluid progress throughout the game. Next week we will show some environment screenshots with the new Amplify Color calibrated.

Iuri is now rigging and animating two new NPCs we’ve already shown you, the prisoner and the wanderer.

Lonely prisoner.

Remember the axe-wielding mini-boss we have shown in previous blog posts? There are actually two of these foes roaming about, the Lumberjack twin brothers that inhabit the Forgotten Forest. Tomé has been working on the look of the sibling we hadn’t mentioned yet. He is supposed to appear very similar to his brother, with a few distinct features like facial hair, tattoos and differently colored garments. This hulking giant will also be carrying a particular kind of weapon, which we will show at a later stage.

Concept paintover of the Lumberjack’s brother.

Pichel made a lot of progress with the model of another enemy we are adding to the game. This opponent is very important narrative-wise since it shows an early stage of the transformation of flesh into bark, which the peasants from the surrounding villages have been undergoing. It hopefully shows that the fully transformed wooden aberrations you may encounter were not actually born that way.

First phase transformation Wood Enemy.

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DevBlog 31 / The Wanderer and Elk treat mechanic

Hi everyone!

This week Pichel finished the first version of the Wanderer, the next version will include a cape and additional details. This is a very important NPC that will appear several times through your journey and will keep you informed about lore if you talk to him. He is also currently working on new enemy variations.

The Wanderer model next to you for scale.

André and Iuri continued their work on the treat mechanic. In order to mount the elk, players will have to gain its trust by feeding it a particular type of berries. The player can then mount it for some time, provided that there are no enemies around. The elk is not meant to be a simple mount, but more of a journey companion. Tomé did a berries prop plant that will be available in some zones (larger zones). You can pick them up and feed them to the elk at any time in order to mount it and travel through the world faster. Be very careful when approaching enemies, the elk will likely force a dismount and run away!

Revisiting a calm zone.

Raw run animation clip.

Berries Plant prop.

André also did a complete rewrite of the elk mount control code, it had a lot of prototype junk, a total revamp was due. This piece of gameplay is heavily inspired by Shadow of the Colossus control and feel. He improved the elk turn control, the object avoidance and the enemy reaction threshold system.

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DevBlog 29 / Wanderer NPC and companion interaction

Hi everyone!

This week André was working on some minor improvements regarding the feeling of impact during combat. A pause of 2 frames was added to the attacker animation when a successful hit is landed, as well as HUD vibration whenever the player takes damage. With these two small additions, the feeling of causing/taking damage is even more noticeable. We already have hit animations, particles and gamepad vibration, but we think these small details are super important.

André also merged some sub state machines in the Animator for more fluid transitions and to simplify the Animator tree.

Tomé finished a new concept for an NPC that the player will frequently meet throughout the journey. He is a very enigmatic character that will often inform the player about lore, comment on the state of affairs and even open some shortcuts. Pichel is working right now on the high poly model for this character.

The Wanderer Concept.

Iuri and André are developing interactions between the Elk and the Girl. One of these consists in a “treat mechanic” which is being implemented. Basically, the player needs to feed the Elk some fruit in order to gain its trust and be able to mount it. We have always leaned towards the idea that the Elk is not a simple mount, and we hope that with details like this one we can make that show through.

Idle interaction with the Elk.

We intend to have this mechanic ready in a few weeks. Afterwards we will start populating the various locations with fruit props and control the zones where the player can mount freely.

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DevBlog 27 / Dynamics, NPCs and facial Animations

Hi everyone!

André was busy adding some dynamic bones for our characters, and save a lot of time in animations. Small portions of the model like pony tails or small bags now don’t need to be animated so the animation pipeline is more straightforward.

Dynamic jiggle physics, exaggerated effect.

He also added a first version of Audio Occlusion. In practice, the sound is occluded by a low pass filter and the volume is decreased when not in sight of the audio listener. This leads to a more immersive experience, since the player will be able to notice when a sound comes from inside a building or from the outside.

Iuri this week improved the main character’s RIG, imbuing her with a lot more feeling and life. Now we feel like we’re able to convey emotions more easily, which helps a lot with storytelling.

New facial animations.

Pichel is currently working on a very important character, which we will show further down the road. He recently finished up an NPC, a prisioner, and you can check below how the model looks in-game.

Prisoner NPC.

Also check it out our newest WIP gameplay trailer:

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DevBlog 26 / A Mount and Blade

Hi there!


Iuri has been working
on more animations this week and he’s showing a little bit of the process:

“For this animation I didn’t just want to make a generic mount, I wanted to portray the relationship between the two characters, as well as the agility of the main character and kindness of the elk. I started by exploring some poses that would evoke what I wanted to transmit. I analysed videos as well as images.

My first approach on this stage is trying to get the poses that describe the movement in place, I check if the silhouette of the pose is working for the camera view as well in other perspectives, the line of action, twinings, balance, etc. On a second approach to blocking I start to work on timing and improve on some poses, I also add breakdowns until I have all the necessary poses. Going on through spline after having to make some iterations to the animation, I work on timings, ins and outs of poses, arcs, exaggeration, movement resistance, which part is leading the action and which parts are following, etc.

Having arrived at the polish phase I improve the arcs, spacing, overlapping, animation curves, pops and other minor adjustments.”

In the meantime, Tomé decided to take a break from working on the swamp scene (after weeks of only focusing on that) and started developing new weapons. These will mostly be hidden in chests and are meant to work as rewards for players who carefully explore each location of the game.

New weapons concepts.

At the character art department, Pichel is doing retopology and UVs for the new character we mentioned last time, which will be shown in the next devblog update.

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DevBlog 18 / Art Update

Hey, guys, Tomé here! Since André and Pichel are currently enjoying some well-deserved vacation time, only Iuri and I got some stuff to show you this week.
I worked on another stone built prop, a “Tempietto”. Like in previous assets we developed, this monument is composed of separate parts that can be hidden or relocated in order to organize different ruin compositions.

Old view on the left, current view on the right

The Tempietto.

Remember the Lumberjack fellow we’ve shown before? I started exploring how his house could look like in the game. It’s pretty big. Inside there will be a few surprises for curious adventurers!

Old view on the left, current view on the right

An early concept for the Lumberjack’s house

Finally, I spent some time doing an overhaul of the modular stone building kit we have. I wasn’t too happy about the tileable textures I had developed before, so I made new ones, and added a couple of new props that hopefully help these structures start to feel like ancient ruins. You can see how the whole thing’s progressing below.

Old view on the left, current view on the right

Before and after the visual upgrade.

From our animation specialist, we got the polished version of the walk cycle featured in the last post, and a brand new trot animation for the Elk!

Old view on the left, current view on the right

Polished version of the walk cycle.

Old view on the left, current view on the right

New trot animation.

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