Author Archives: Chantal Blokker
What about a title?!
Much the same as last week, this week’s sprint consisted mainly of finishing up some small stuff here and there. A few of the bigger approaches this week were the design and creation of a title, which we had completely forgotten about, and an animated intro to provide a better explanation for the story. In this week’s blog post I am thus going to talk about multiple subjects.
The idea of the animated intro came quite late into the project, too […]
What about a title?!
Much the same as last week, this week’s sprint consisted mainly of finishing up some small stuff here and there. A few of the bigger approaches this week were the design and creation of a title, which we had completely forgotten about, and an animated intro to provide a better explanation for the story. In this week’s blog post I am thus going to talk about multiple subjects.
The idea of the animated intro came quite late into the project, too […]
Tackle the giant, Again. Time for animation!
This week was mainly dedicated to finishing up on last week’s assets and touching up some older ones to make everything more coherent although most of my time was dedicated to cleaning up the main character and animating him again.
Before going into detail about this week’s main task, I have found the time this week to finally get rid of a thorn in my eye. Wrath of the seven deadly sins, represented by a bear, has happily been moved to […]
Tackle the giant, Again. Time for animation!
This week was mainly dedicated to finishing up on last week’s assets and touching up some older ones to make everything more coherent although most of my time was dedicated to cleaning up the main character and animating him again.
Before going into detail about this week’s main task, I have found the time this week to finally get rid of a thorn in my eye. Wrath of the seven deadly sins, represented by a bear, has happily been moved to […]
The Seven Deadly Sins
Last week I struggled with design decisions made about the enemies and how I would execute them. Even though I still have my doubts about it, this week provided me with some new insights and inspirations on how to approach the enemy design.
Click to view slideshow.
I started this week with doing more research about the seven deadly sins. Despite my earlier protest, the enemies being the seven deadly sins was not going to change. I was lost about how […]
The Seven Deadly Sins
Last week I struggled with design decisions made about the enemies and how I would execute them. Even though I still have my doubts about it, this week provided me with some new insights and inspirations on how to approach the enemy design.
Click to view slideshow.
I started this week with doing more research about the seven deadly sins. Despite my earlier protest, the enemies being the seven deadly sins was not going to change. I was lost about how […]
Enemy Design
After a rough wake-up call last Thursday, we had to adapt our concept to meet basic expectations and criteria. For me, that meant that many of the assets I had made were going to be scrapped and had to be replaced by new ones. Our main character, the piñata, would only need minor changes. The most work was going to be put into the new enemies. Instead of random objects that people generally associate with Mexico, we would now have […]
Enemy Design
After a rough wake-up call last Thursday, we had to adapt our concept to meet basic expectations and criteria. For me, that meant that many of the assets I had made were going to be scrapped and had to be replaced by new ones. Our main character, the piñata, would only need minor changes. The most work was going to be put into the new enemies. Instead of random objects that people generally associate with Mexico, we would now have […]
Animation in progress
This week I have been working on animations for our game and my graphics course. We have gotten a lecture about using bone animation in Unity to animate our characters. Although my character was suitable enough for a bone animation, I had difficulty following the lecture and understanding the Unity bone system. After having trouble keeping up with the lecture I spend some time fiddling with it at home. I could not get it to work and thus decided to […]
Animation in progress
This week I have been working on animations for our game and my graphics course. We have gotten a lecture about using bone animation in Unity to animate our characters. Although my character was suitable enough for a bone animation, I had difficulty following the lecture and understanding the Unity bone system. After having trouble keeping up with the lecture I spend some time fiddling with it at home. I could not get it to work and thus decided to […]