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Latest on DogWalk

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#11 Effects & Lighting Magic

  • April 7th, 2025
This week on DogWalk

This week on Project DogWalk More work on the intro and outro, set dressing and missing parts of the game. But the lighting got a big overhaul and plenty new effects make movement more exciting.

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Krystal
Krystal

This week I finished animating the Outro scene, addressing all notes and giving it a final polish pass. I also animated Pinda pulling on the dog leash. On the rigging side, I rigged the three bird characters, hopefully they will take flight soon.

Bird 03 rig v01

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0:47

Bird 03 rig v01

Bird 02 rig v01

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0:39

Bird 02 rig v01

Bird 01 rig v01

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1:03

Bird 01 rig v01

Pinda pulling v01

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0:00

Pinda pulling v01

Outro v08

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0:19

Outro v08

Outro v07

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0:19

Outro v07

Outro v06

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0:19

Outro v06

Outro v05

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0:19

Outro v05

Outro v04

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0:19

Outro v04

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Krystal
Krystal
Simon Thommes
Beau Gerbrands

This week I wrapped up the textures for Chocomel and Pinda! After that I explored some alternatives for the missing item iconography and messed around with the snow fx system, testing and providing some particle graphics for that.

chocomel texturing

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chocomel texturing

Pinda texturing

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Pinda texturing

Snow FX particles

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Snow FX particles

plateau concept and textures

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plateau concept and textures

missing items concept 2

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missing items concept 2

missing items concept 1

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missing items concept 1

crash "emote" frames

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crash "emote" frames


Krystal
Krystal
Julien Kaspar

My main goal for this week was updating the lighting. We wanted to get rid of SDFGI (which wasn't doing much anyway) to improve performance. I added many many more lights in the world environment to add highlights, more depth to shadows and individual areas of interest. I also detailed the set dressing in the south of the pond around the willow tree and the fence area.

Lighting - Shed discovery

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Lighting - Shed discovery

Lighting - On the shovel path

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0:39

Lighting - On the shovel path

Lighting - Walk to the Clearing Area

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0:51

Lighting - Walk to the Clearing Area

Lighting - more lights in Godot

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0:31

Lighting - more lights in Godot

Willow tree area set dressing

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0:43

Willow tree area set dressing

Fence area set dressing

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0:43

Fence area set dressing


Krystal
Krystal

This week, it was time to polish the assets texturing and adding normal maps to make the objects more tangible. Aside from this task I worked on set dressing the Clearing area and play-testing to see how the environment feels.

Clearing Set Dressing

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2:19

Clearing Set Dressing


Krystal
Krystal

This week for me was focused on a mix of adding some of the more important initial FX and implementing the intro sequence, which nicely glues the gameplay to the main menu and also serves as a tutorial to introduce the player to the main game mechanics.

Intro Sequence Implementation

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0:52

Intro Sequence Implementation

Snow FX

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0:34

Snow FX

Shrub Topple

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0:26

Shrub Topple


Krystal
Krystal

Another week of small fixes and implementing new animations. There was also finally some work on the "Gate Challenge" in the east of the level, as well as some improvements to Pindas logic.

Build: Gate & More

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Build: Gate & More

Gate Challenge

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1:26

Gate Challenge

Tug and pull logic

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0:46

Tug and pull logic


#10 Beginning and Ending March 31st, 2025

  • March 31st, 2025
This week on DogWalk

This week on Project DogWalk Among other improvements, the main focus this week was on the intro and outro of the game.

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Krystal
Krystal

I mainly focused on bug fixes small improvements this week. There was also quite a bit of playtesting and overseeing the vast amount of work from the team :D

Build: Intro & Menus

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Build: Intro & Menus


Krystal
Krystal

This week was all about blocking out and animating the outro. On top of that we discovered a couple of animations had weird "scaling" artifacts going on. After some investigation we realized that Godot has a hard time dealing with bones that stretch (which is normal to use for a typical IK setup). After a couple of experiments with mixed results, I ended up updating the problematic IK with a "two bone" solution that replace the stretch bone with two bones at each end that track towards each other.

Outro v03

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0:17

Outro v03

Outro v02

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Outro v02

Outro v01

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0:15

Outro v01

Pinda IK arms "no stretch" solution

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0:27

Pinda IK arms "no stretch" solution

Chocomel front legs ik "no stretch" update

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0:37

Chocomel front legs ik "no stretch" update


Krystal
Krystal

I worked on detailing the set dressing in the Hub area, added path crossing textures and new sign assets.

Sign Board

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Sign Board

Snowman building trails

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Snowman building trails

Hub path crossings

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Hub path crossings

Fireplace signs

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Fireplace signs

Northern hub set dressing

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1:26

Northern hub set dressing


Krystal
Krystal

This week I mostly focused on refined a bit more the intro animation, is a big chunk of animation so is taking a bit longer to finish

chars-intro-blocking_plus

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0:26

chars-intro-blocking_plus

chars-intro-layout

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0:27

chars-intro-layout


#9 Bugs and Bubbles

  • March 24th, 2025
This week on DogWalk

This week on Project DogWalk Bug fixes, rewrites and pretty-fying for the Playgrounds Art Department event. Getting a bit of polish before everything breaks again :D

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Krystal
Krystal

My goal for this week was to settle on the textures for the various paths around the world map. I also worked on adding detail to the goat shed in the fence area and managed to make the frozen pond more interesting.

Path endcaps and variations

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0:24

Path endcaps and variations

Pond underwater textures

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0:43

Pond underwater textures

shed straw

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0:14

shed straw


Krystal
Krystal

This week was a bit split between project Dogwalk and preparing for the Playgrounds Event in Eindhoven. I took some work from Pablo, adding animation cycles for Chocomel for the introduction.

Pinda branch pickup

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0:01

Pinda branch pickup

Intro 'Chocomel waking up'

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0:07

Intro 'Chocomel waking up'


Krystal
Krystal

This week I finally implemented some of the things that make our little project feel more like a game. That's a user interface for menus and saving/loading. besides that, this week was the `playgrounds - the art department` event, where I gave a presentation, so I spent some time on preparing and then being there for the event.

Save and Load

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1:27

Save and Load

Initial Game Menu UI

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0:53

Initial Game Menu UI


Krystal
Krystal

I got to focus a bit more time on bug-fixing and refactors. Especially in preparation for play-testing the game at the Playgrounds event in Eindhoven. A couple of new features found their way into the game that will be essential for work on the following week.

Build: Playgrounds Playtesting

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Build: Playgrounds Playtesting

Obstacle Avoidance

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1:33

Obstacle Avoidance


Krystal
Krystal

This week there were some rigging tweaks and new rigs for props. Also polished the animations for Pinda attaching the tennis ball and the shovel to the snowman. Furthermore I did a rough mockup pass of the outro.

Treat rig v01

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Treat rig v01

Pinda treat rig v01

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0:18

Pinda treat rig v01

Pinda camera rig v01

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0:14

Pinda camera rig v01

Pinda attach tennis ball v04

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0:04

Pinda attach tennis ball v04

Pinda attach shovel v02

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0:04

Pinda attach shovel v02

Outro mockup v01

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0:16

Outro mockup v01


Krystal
Krystal
Andy Goralczyk
Julien Kaspar

Somehow it was a productive week, despite the extra preparations that went into the Playgrounds Festival in Eindhoven! I got to do lots of menu mockups, already using our custom font (made in Fontra) and animated some emotes for further testing and implementation + some stray leftover concepting work.

Tree fade fx concept

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0:19

Tree fade fx concept

Straw concept

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Straw concept

leash hook bit design

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leash hook bit design

Poster design + cardboard poster

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Poster design + cardboard poster

Emotes rough animation

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0:38

Emotes rough animation

Emotes rough animation

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0:38

Emotes rough animation

letter selection fx

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0:08

letter selection fx

Menu Mockups Grid

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Menu Mockups Grid

Font WIP

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Font WIP

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#8 Music to my Ears

  • March 17th, 2025
This week on DogWalk

This week on Project DogWalk Storyboarding and animation for the intro and ending, an adaptive soundtrack, more level design and new features.

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Krystal
Krystal

This week I spend mostly my time on polishing & refactoring some old code and the animation trees. But I also got the time to work in some new features from other people, like the EmoteBubbles and the Music Manager.

Camera Magnet Zone Test

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1:17

Camera Magnet Zone Test

First Karma Test

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1:31

First Karma Test

Build: Music & more

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Build: Music & more


Krystal
Krystal
Julien Kaspar
Rik Schutte
Andy Goralczyk

I worked on storyboarding the little outro sequence for the end of the game and a graph that shows how the player's actions influence Pinda's mood - AND I made emote fx that highlight those moods in the game. Hopefully it's less missable now when you have messed too much with the kid :D! Also: Three birds! A shed! Two cardboard cookies! All very premium concepts.

Pinda Mood Management

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Pinda Mood Management

Shed concept

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Shed concept

Papercraft Birds

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Papercraft Birds

Bird textures and ref images

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Bird textures and ref images

Quick Camera Concept

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Quick Camera Concept

Color Paintover

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Color Paintover

Outro pitch

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0:25

Outro pitch

Cardboard Treats

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Cardboard Treats

first pass of emotes

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first pass of emotes

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Krystal
Krystal
Vivien Lulkowski

I had quite a few different tasks this week! I continued working on the fence area. There was new super cute concept art of birds - secondary characters to breathe life into the world - but even through they are still a stretch goal I just had to model them! Also, I modeled and started texturing Pinda's instant camera, which will be important for the end of the game. To round things off, I set up a LUT grading comp to give the game more visual polish.

LUT workflow test

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LUT workflow test

Fence and gate area - new shed and redressing

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0:30

Fence and gate area - new shed and redressing

Bird proportion preview

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0:53

Bird proportion preview

Birds modeling and texturing

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Birds modeling and texturing

Pinda camera modeling - papercraft pass and textures

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Pinda camera modeling - papercraft pass and textures

Pinda camera modeling - first pass

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0:27

Pinda camera modeling - first pass


Krystal
Krystal

This week, I spent more time refining the Clearing environment navigation. Over the week, the amount of slight adjustments to the paths were quite high. I also spent time experimenting with the core gameplay elements like the camera distance variables between the characters and how snow patches influences the stamina and falling potential of Pinda.

Treats Props

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Treats Props

Clearing Navigation Paths

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Clearing Navigation Paths

Clearing Gameplay Path Adjustments

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1:15

Clearing Gameplay Path Adjustments

Camera Adjustments

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0:31

Camera Adjustments


Krystal
Krystal

This week I mostly tweaked rigs based on feedback and rigged new props but also started animating the cinematic scene where Pinda attaches the shovel to the snowman.

Pinda attach shovel v01

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0:03

Pinda attach shovel v01

Fence gate rig v01

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Fence gate rig v01

Branch rig v01

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0:11

Branch rig v01


Krystal
Krystal

This week I wrapped up the last core parts of our pipeline setup, so now textures are actually stored in the right place of the game files on export, which means we don't have duplicates lingering around. Besides that I started helping out Julien with some game-/movement logic implementation.

Dog Leash - Spring Behavior

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0:28

Dog Leash - Spring Behavior

Emote Bubble Implementation

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1:09

Emote Bubble Implementation


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