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Latest on DogWalk

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#7 Into Production we Go!

  • March 10th, 2025
This week on DogWalk

This week on Project DogWalk

More work on all fronts + more level blocking and even an intro animatic. With all the basic building blocks in place, everyone has more time to dedicate to making everything look as good as it can be and iterate.

production log preview

Krystal
Krystal
Simon Thommes

This week my focus was on the fenced-off area to the east. There is a gate that the player has to open which will give access to another item. I also managed to finally texture the creek, thanks to help from Simon. The transition from the frozen pond to the creek should hopefully look a bit nicer, too!

Pond to creek transition

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0:16

Pond to creek transition

Fence and gate area blocking

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0:16

Fence and gate area blocking

Gate and fence blocking

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0:23

Gate and fence blocking


Krystal
Krystal

Most of the week has been all about minor rigging tweaks (that are not very interesting to visualise) but also animating the first cinematic animation: Pinda attaching the tennis ball to the snowman.

Pinda attach tennis ball v03 "Out"

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Pinda attach tennis ball v03 "Out"

Pinda attach tennis ball v03 "In"

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Pinda attach tennis ball v03 "In"

Pinda attach tennis ball v03

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0:05

Pinda attach tennis ball v03

Pinda attach tennis ball v02

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0:08

Pinda attach tennis ball v02

Pinda attach tennis ball v01

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0:08

Pinda attach tennis ball v01


Krystal
Krystal

This week, I worked on wrapping up most of the environment assets and created props that are on hold at the moment. Then, we discussed the 'Clearing' section of the game which is a more densely populated forest and how the player might navigate the environment.

Clearing Gameplay Blocking

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1:17

Clearing Gameplay Blocking

Sneakers Blocking

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0:12

Sneakers Blocking


Krystal
Krystal

This week we were able to add more cinematic animations, we made a few cinematics where Pinda is attaching his finds to the snowman. I took the Traffic cone and gave it a spin. Other than that, a lot of corrections, tweaks that came from feedback based upon gameplay.

Pinda: Falling flat

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Pinda: Falling flat

Attachment: Traffic Cone

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0:06

Attachment: Traffic Cone


Krystal
Krystal

This week I worked on more animations for the game, also planning some animations that involved the two characters, for that I did some really simple variations to check which one was more align with Julien's idea

SYNC-chars-treat.002

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0:04

SYNC-chars-treat.002

SYNC-chars-treat.001

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0:04

SYNC-chars-treat.001

chocomel-sleeping.001

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0:01

chocomel-sleeping.001

chocomel-dig.002

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0:02

chocomel-dig.002

pinda-run_tired.001

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0:00

pinda-run_tired.001

pinda-crying 002

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pinda-crying 002

pinda-tripping002

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pinda-tripping002


Krystal
Krystal

My focus this week was on wrapping up the most important tasks for the pipeline. There are still some details to be implemented, which I am talking to the developers (Jacques and Julien) about, but the most important parts are all standing and in use.

Wind Sway

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0:47

Wind Sway

Extended Material Pipeline

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1:51

Extended Material Pipeline

Batch Operation Scripts

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0:33

Batch Operation Scripts


Krystal
Krystal
Andy Goralczyk
Hjalti Hjalmarsson
Julien Kaspar
Rik Schutte

This week I worked on pitching different versions of the intro sequence for the game with scribbly animatics, that I put together in Krita. I also picked up some left over asset designs and and color concepting for the overall look of the game. Oh! And I worked on a papercraft font!

Footsteps paintover

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Footsteps paintover

Icon and expression fx design

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Icon and expression fx design

90s photography paintover

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90s photography paintover

Intro - scribble pitch

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0:45

Intro - scribble pitch

Outro - sketch

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Outro - sketch

Fence and Gate concept

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Fence and Gate concept

Paintover - Lick animation expression

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Paintover - Lick animation expression


Krystal
Krystal

More work went into polish and getting more animations in and fixing bugs. But most of my work wasn't wrapped up this week sadly, so I have to share int next time.

Build: MVP World

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Build: MVP World


#6 Vertical Slice

  • March 3rd, 2025
This week on DogWalk

This week on Project DogWalk Pre-production is over! We have assembled a "Vertical Slice" to give a glimpse at what the game will roughly look and feel like. For the remaining 2 months of production it's now all about feature & art completion, gameplay iteration and polish.

production log preview

Krystal
Krystal
Julien Kaspar
Vivien Lulkowski

Since the Vertical Slice milestone was approaching quickly, I continued to work on set dressing and bringing in all the new cool assets Beau was working on. I reshuffled the entire set based on a new design Julien turned over and changed the way the ground geometry is created. Also, new collision objects were made and I scattered grass, reeds and bushes around.

Vertical Slice set boundaries and ground

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0:36

Vertical Slice set boundaries and ground

Vertical Slice level reshuffling

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0:38

Vertical Slice level reshuffling

Pond improvements

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0:38

Pond improvements

More shrubs and cutout bushes

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More shrubs and cutout bushes


Krystal
Krystal

This week I focused on bug fixing and implementing of animations for the vertical slice. The action system for the two characters is also redone to allow more interactions between characters and props.

Build: Dogwalk Vertical Slice

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Build: Dogwalk Vertical Slice


Krystal
Krystal
Andy Goralczyk
Beau Gerbrands

It was a bit of a messy week with lots of technical issues, but some texturing happened and I added a quick photogrammetry workflow to my tool belt. Also I started on storyboarding the intro animation, did a design pass on the start menu, worked on the menu fonts and researched what kind of visual material we need for a steam and itch.io release!

Bulldozered Paper Boulders

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Bulldozered Paper Boulders

drawover camping table

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drawover camping table

tree stump with snow

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tree stump with snow

knot holes for the alt pines

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knot holes for the alt pines

Photogrammetry Paper Boulders

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Photogrammetry Paper Boulders

Sculpted Boulder test

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Sculpted Boulder test

earmuffs wip textures

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earmuffs wip textures

Pinda WIP textures

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Pinda WIP textures


Krystal
Krystal

This week was mostly focusing on finalizing assets or changing them to fit with the overall design better.

Snowman branch

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0:21

Snowman branch

Pine Alt Trees

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Pine Alt Trees

Final Boulders

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Final Boulders

Logs Increased Details

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0:16

Logs Increased Details


Krystal
Krystal

We have been working hard getting the list of animation cycles done and where needed, tweaked the cycles to flow better between states. Since we've been aiming for the vertical slice, the target for animation was to get as much in there available for Julien to implement into Godot.

characters interaction 'snuggle'

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characters interaction 'snuggle'

characters interaction 'licking'

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characters interaction 'licking'

Pinda 'Idle unhappy'

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0:02

Pinda 'Idle unhappy'

Pinda 'item pickup'

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0:03

Pinda 'item pickup'


Krystal
Krystal

This week we continued with the core animation and also started to do some COOP animations between the characters

chars-push_slowly.001

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chars-push_slowly.001

chocomel-pull001

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0:01

chocomel-pull001

chocomel-push001

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0:01

chocomel-push001

pinda-unhappy_calling001

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0:03

pinda-unhappy_calling001

pinda-walk_tired001

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0:00

pinda-walk_tired001


Krystal
Krystal

Finished a lot of updates for the various character and prop rigs.

Snowman final rig v01

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0:24

Snowman final rig v01

Pinda final rig tears

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0:22

Pinda final rig tears

Pinda final rig extra mouths

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0:14

Pinda final rig extra mouths

Chocomel final rig extra bark bones

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0:21

Chocomel final rig extra bark bones


#5 Going Procedural

  • Feb. 24th, 2025
This week on DogWalk

This week on Project DogWalk Assets and animations are finished for a vertical slice of the game. Set creation, animations and our pipeline is helping us to make more things procedural, for Blender and in-game.

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Video Preview

Krystal
Krystal

Julien gave me the task of set dressing the level for the "Vertical Slice". To enable that I created some setups for making paths, the deep snow patches and of course the creek! I started placing the assets in the level, mainly around the hub area. On the side I refined the texturing of the willow tree, the creek bridge and blocked out the camping table.

Starting out the Vertical Slice set dressing

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0:56

Starting out the Vertical Slice set dressing

Path setup in the Vertical Slice level

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Path setup in the Vertical Slice level

Creek Bridge Texturing 02

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0:19

Creek Bridge Texturing 02

Willow tree mesh and texture updates

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0:40

Willow tree mesh and texture updates

Camping Table - first blocking

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0:09

Camping Table - first blocking

Creek rough modeling with Geometry Nodes

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0:35

Creek rough modeling with Geometry Nodes

New snow patches in the Vertical Slice

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0:35

New snow patches in the Vertical Slice


Krystal
Krystal

This week was mostly refining but also optimizing existing environment assets and props, thanks to detailed notes by Vivien and the team.

Ear Muffs

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Ear Muffs

Snowman with Props

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Snowman with Props

New vs Old Bushes

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New vs Old Bushes

Stone Walls

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0:43

Stone Walls

Tree Stumps

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Tree Stumps

Birch Outgrowths

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Birch Outgrowths


Krystal
Krystal

More implementation of animations, a full animation tree and procedural animations. More features to vet the animations and if they work well in the game.

Procedural Animations

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0:55

Procedural Animations

Animation Tree Testing

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0:39

Animation Tree Testing


Krystal
Krystal

This week I transferred a lot of the animations that I did on the layout rigs to the final rigs, also I created a bunch of new animations

chocomel-walk001

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0:04

chocomel-walk001

chocomel-trot001

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chocomel-trot001

chocomel-run001

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0:00

chocomel-run001

chocomel-idle_sitting001

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0:09

chocomel-idle_sitting001

chocomel-idle001

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0:00

chocomel-idle001

chocomel-dig001

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0:02

chocomel-dig001

chocomel_sitting_down001

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0:00

chocomel_sitting_down001

chocomel_bark001

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0:00

chocomel_bark001

pinda-idle_ice001

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0:02

pinda-idle_ice001

pinda-ice_dragged 001

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0:00

pinda-ice_dragged 001

pinda-crying 001

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0:00

pinda-crying 001

pinda-tripping

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0:01

pinda-tripping

pinda-rolling

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0:01

pinda-rolling

pinda-calling_far

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0:01

pinda-calling_far

Show

Krystal
Krystal

I did more pipeline development, as well as making sure that the pipeline we are now actively using is being used properly and doesn't break. Besides that I dove a bit into the game code to optimize the leash collision algorithm.

Leash Collision Performance Improvement

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0:32

Leash Collision Performance Improvement

Integrated Material Pipeline

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1:29

Integrated Material Pipeline


Krystal
Krystal
Beau Gerbrands
Andy Goralczyk
Pablo Fournier

This week the last missing textures for the game got painted and scanned, almost everything needed for the vertical slice is designed and notes were prepared to finalize assets. I also had some spare time to do FX design and additional Pinda expressions for the animators!

fallen log design notes

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fallen log design notes

Bushlet variations

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Bushlet variations

dogwood

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dogwood

bush design notes

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bush design notes

stump cuts

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stump cuts

camping table design

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camping table design

Frozen branches exploration (Willow tree)

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Frozen branches exploration (Willow tree)

Frozen branches (Willow tree)

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Frozen branches (Willow tree)

Bush FX

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Bush FX

pinda crying design

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pinda crying design

additional Pinda expressions

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additional Pinda expressions

chocomel texturing update

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chocomel texturing update

Show

#4 Scattering Trees & Hills

  • Feb. 17th, 2025
This week on DogWalk

This week on Project DogWalk More animations, more art assets and more of all these things in the game! We're a couple weeks away from having a "Vertical Slice" put together to better test and judge the game as a whole.

Watch Video
Video Preview

Krystal
Krystal

This week Chocomel was unwrapped for texturing, I worked on the (UV) textures of the creek bridge and willow tree assets. The willow tree model also received some tweaks to allow the kid to climb into it.

Willow tree branch hollows

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Willow tree branch hollows

Creek Bridge Texturing 01

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Creek Bridge Texturing 01

Willow Tree Texturing

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Willow Tree Texturing

Chocomel UV layout 01

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Chocomel UV layout 01

Chocomel UV layout 02

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Chocomel UV layout 02


Krystal
Krystal

We decided to adjust and export the assets differently without sharpness data. Instead we used support loops and weighted normals to have more artistic control over the edge sharpness. This week was mostly adjusting existing assets and re-exporting. Some additions this week are the birch outgrowths to be placed around birch trees and around the new stone walls, that are created to block a section of the level off.

Birch Outgrowths

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Birch Outgrowths

Boulders Rework

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Boulders Rework

Stone Walls

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Stone Walls


Krystal
Krystal
Beau Gerbrands

Some concepting for the snowman assets, some reviewing and drawovers, some fx concepting and then time was already up! A good chunk of my week was spent on contibuting to the Art Style Blog post - go check it out :)

Snow FX concepts

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Snow FX concepts

Snowman Paintover and Asset Design

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Snowman Paintover and Asset Design

Pine base notes

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Pine base notes

Paper Edges refs

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Paper Edges refs

Spooky tree bark texture

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Spooky tree bark texture

Stump concept

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Stump concept

Stone Wall Concepting

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Stone Wall Concepting

Boulder notes

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Boulder notes


Krystal
Krystal

Way more progress was made on the rough blocking of the world level and one of the areas of the game. Apart from that more animations and art assets are being used in the game.

Build: Vertical Slice WIP

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Build: Vertical Slice WIP

Vertical Slice Level - Blocking

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Vertical Slice Level - Blocking

Item Progression Prototype

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Item Progression Prototype


Krystal
Krystal

Worked on the final rigs for Pinda (kid) and Chocomel (dog) and the dog leash handle.

Leash handle rig v01

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Leash handle rig v01

Pinda final rig v01

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Pinda final rig v01

Chocomel final rig v01

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Chocomel final rig v01


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