October Update

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Took a little time this month to work on some finished artwork. Nowadays I draw, model, rig, animate, do particle FX, game design, and visual scripting… It’s a lot of muscles to keep in shape. I do about 10 minutes of gesture drawing to start my work days, but I’d like to try to keep an illustration side project rolling once in a while. That or sculpting in Blender… something artsy that doesn’t take months or years to finish.

In new game news: this month I’ve got a loading/unloading system for level streaming figured out that I think will work nicely. My levels unlock when you meet a criteria, that criteria can vary from level to level without needing separate game over screens, and it plays a little level unlock animation when you get back to the hub world.

I’ve also spent too much time tackling an arch nemesis of mine: boulders. The trick to making nice looking rocks and boulders has always eluded me, and I’ve discovered it’s because I don’t sculpt. I learned how to model doing characters, where edge flow and quads and things like that are important. None of that matters for rocks. Watching sculpting videos has been hugely helpful. I’ve always had an aversion because it’s “just another discipline to learn,” but I think it’s one that would pay dividends if I practiced.

There’s a special circumstance this month that’s causing not a lot of work to happen, but in about four days that’ll all be in the past, and I’ll sit down for a long stretch of too much work. Feast or famine!

Categories: Prototypes
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