Monday, December 1, 2025

Common Art A Stage

For A Stage, I created a title screen using Photoshop, Stable Diffusion, and Photobashing. I also made tweaks to the final A Stage Witch Rig.


UI Start Screen




 Witch Rig (modified skin weights)





Perforce Proof



Thursday, November 13, 2025

Common Art B Stage

Due to unforseen family circumstances I was unable to work this week. My amazing team worked hard to make up for my absence. I am very grateful.

Thursday, November 6, 2025

Common Art C Stage

 For this stage, I completely remade the lion rig to support our new model and named it appropriately according to the mocap naming conventions. I also made another modeling pass on the axe rig, sharpening the details and adding a witch hat motif to the tip of the handle.


Lion Rig



Axe C Stage


Perforce




Thursday, October 30, 2025

Common Art D Stage

This week, I fixed the Witch Rig to reflect the correct naming conventions for the Mocap rig. I also tweaked the weight painting. I made a second pass on the axe model, fixed the topology, and cleaned up the UVs a bit. I also made a better proxy for the UI start screen.


Witch Rig


Axe Second Pass



Improved UI Proxy




Perforce




Thursday, October 23, 2025

Common Art F Stage


This week, my team gave me less intense tasks to help me catch up and get back on my feet after the wedding (and then instantly getting sick). So for this first stage, I needed to come up with a sounds list for the Lion, Witch, and other things I could think of that might be useful, as well as make a simple start screen UI proxy. I wanted a straightforward list of sound assets and basic ideas for the start screen.

Sound List for Interactable Characters

Lion sounds:

Roar 1 (Attack)

Roar 2 (Idle)

Roar 3 (Attack Flavor)

Pained grunt/Yelp (When attacked)

Chains clinking (When moving)

Swipe/whoosh sound (When attacking)

Footsteps (heavy)

Death cry


Witch Sounds:

Battle cry (Attack)

Variant battle cry (Attack)

Yelp (When attacked)

Swoosh/clink for swinging axe

Footsteps (light)

Death cry


Other

Boss fight track

Ambient music while exploring

Breaking objects (wood, stone)

Footsteps on stone vs carpet vs wood

Wind ambience


UI Start Screen Proxy



Perforce Documentation





Monday, October 6, 2025

Animation State Mechanics

 

Animation State Machine. Everything runs quite well. I ran into an issue I would like to solve but was unable to. There is a delay before the character jumps, and I would like a smoother transition from landing into movement.


Character Blueprint. Added a "Jump Please" section and connected Jump logic to the spacebar using Enhanced Input Actions and Mapping.


Movement Blend State. I combined the idle, jogging, left jog, right jog, and back jog animations. I'm really happy with how this part turned out.


Common Art A Stage

For A Stage, I created a title screen using Photoshop, Stable Diffusion, and Photobashing. I also made tweaks to the final A Stage Witch Rig...