#Devlog
#A5
Week 1
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This was my final for this game design class. I cant wait to go back to unity π I do hope to continue working on the 2nd assignment I created I like making silly little games and cope from the ending of JJK
@arcoding.bsky.social
art/animation account: @ar-ani.bsky.social
#Devlog
#A5
Week 1
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This was my final for this game design class. I cant wait to go back to unity π I do hope to continue working on the 2nd assignment I created I like making silly little games and cope from the ending of JJK
#Devlog
#A4
Week 2
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This week I on worked on resubmits for both the door animation assignment and the camera cinematic. I'm probably going to end up updating the animation again at some point but I'm going to build the environment first since I only have a few more days until this is due!
(original door animation i had created for reference. Very door like, a little too normal)
02.11.2025 15:40 β π 1 π 0 π¬ 1 π 0From last weekend I had "animated" the door I created opening. As I work on planning out adding a camera/camera angles, I've also been working on making the door opening sequence visually more interesting. The timing is a little crazy in the video but it's a good reference for what I want to make
02.11.2025 15:38 β π 0 π 0 π¬ 1 π 0#Devlog
#A4
Week 1
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The blocking of the map has begun! The scene takes place in a cargo/ship hold in a space ship so the area has to be pretty big. I used a some premade ships and a UE mannequin to help with planning out the scaling of the room
I've also been playing around with animating the layers opening in Unreal Engine. It's a little bland right now so I'll have to think about using vfx and unique camera angles to make the door openings look more interesting
26.10.2025 20:52 β π 1 π 0 π¬ 1 π 0#Devlog
#A3
Week 3
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Between this week and last week I tweaked the design for the doors a bit. I also added a bit more modeled detail onto the doors themselves then any extra details I'll add as a material
I had a lot of fun coding this project and I do plan to add more to this in the future. For the project the coding was kept pretty basic with just mouse clicks and hovers. I would really like to add a bigger map and make a system of doing tasks for you little pet
19.10.2025 17:11 β π 1 π 0 π¬ 0 π 0#Devlog
#A2
Week 2
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(posting this a bit late) The models and map had been built!
(the coding had been done as well it was a short project)
These are the 3 levels to the door system. They need some more detail that will be added with the final materials. And possibly some more modeled details to make the "openings" of the doors more visually interesting
19.10.2025 16:20 β π 0 π 0 π¬ 1 π 0One thing that's difficult to decide on is with the details on the door that won't be moving. I'm not sure if I would be better to just model all the detail or to just create those details on the texture for the door
19.10.2025 15:14 β π 1 π 0 π¬ 1 π 0#Devlog
#A3
Week 2
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The modeling for the door has started. Since my door has a lot of layers I created a base where I can replace the middle for each level of the door. Each layer of doors can be hidden behind the other making the transitions easier when animating in Unreal
#Devlog
#A3
Week 1
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I started making door concepts for the final. I wanted to make a scene in a spaceship so I thought of making the door the airlock to the outside of the ship. Since the door would have to be extra secure, I can play around with having multiple "layers" to the door
As for the style of the game, I'm not sure if I want to try to replicate a flat 2D style , like the Webkinz bath, or define the game in a obvious 3D space, like from Tomodachi life. I had sketched out 2 possible maps
05.10.2025 02:44 β π 0 π 0 π¬ 1 π 0Fitting with just using simple blueprints for the assignment, the player would click an object to make it interact with said "pet" similar to taking care of a Tamagotchi or the very specific Webkinz bathing system
05.10.2025 02:42 β π 0 π 0 π¬ 1 π 0#Devlog
#A2
Week 1
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The next assignment is working with interactable assets. My immediate inspirations were the Roblox game adopt me, that Iβve been addicted too, and a meme audio of a dog named Pibble demanding someone wash their belly. (and once again I will reference my fav anime JJK)
I also had started adding in assets, trees, and other foliage to fill out the map.
Other props like grass, bushes, and rocks will be used to help fill out the mountains and hide some seams. (and some lighting adjustments since itβs a little too dark now)
#Devlog
#A1
Week 3
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I made a lot of updates this week.
I switched out the default materials for the grass, rock, and dirt.
Then I worked on the lighting, adding an HDRI I edited to make slightly darker. In engine I did some color grading to get more of a sunset orange lighting.
I also started playing around with adding water to my map. I'll need to check out a few more tutorials on water for Unreal so I can try to get a better transition from river to lake
21.09.2025 13:13 β π 1 π 0 π¬ 1 π 0I've started to gather props I can use around my map. Most I've collected are from Quixel on Fab. I found a few textures as well to replace the basic ones already on my map
Although I would like to still search around for more potential models just in case then narrow down my options later.
#Devlog
#A1
Week 2
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Last week I had issue with my first map. The scaling of the landscape was too small. I brainstormed over my original layout to figure out how to fix the portions of my map while staying around my size limit. I'm a lot happier with how the new map turned out!
Screenshots of Japanese architecture from the anime Jujutsu kaisen, along with one real photo of a red temple next to green water
Poorly drawn rough sketch of a building on a mountain with an open field cut by water and a bridge
Screenshot from Unreal Engine. Small 3D modeled landscape of bumpy mountains and very simple white blocks to place hold the buildings
#Devlog
#A1
Week 1
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When brainstorming ideas, I wanted to create something inspired by the visuals from my favorite anime right now, Jujutsu Kaisen. I gathered references and made a rough sketch of my vision for the environment. I will have to work more with the scaling of the terrain.