Monday, December 1, 2025
Common Art A Stage
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
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
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
Wednesday, October 8, 2025
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...
-
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 grate...
-
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...
-
Using Reference When Sculpting Target Look: water-polished stones - softer edges and texture Rendering Shots in Zbrush Importing from ZBru...














