It might work as a VAT but will lack interactivity. Obviously, a lot of these systems were complicated to have in a real-time project, for example, the river fluid (that I used in the last video) was complicated to have in real production because the alembic was 24GB. For the project, I had a clear idea: it would need to have a dark ambiance and good mechanics, it should be fun, and the most important part for me – working on it would help me improve my programming and technical skills.īut the peak of using Houdini was in the second teaser trailer and everything after.Ī few days after finishing these small tests, I made some procedural systems to test them in Unreal 4 (and Unreal 5), tested procedural sci-fi panels with a parametric texture, some procedural modeling, and particle system simulations. It was when I started working on “Project Witch”. She gave me good tips, and after the awful personal experience that I lived through throughout Gylt's development, I tried to make something good on my own again, with more enthusiasm. She is such an incredible and talented person. In my spare time, I continued working on my idea but I kept making the same mistakes: the game wasn't fun! When the pandemic started, I was so tired from working on it that I needed to leave the idea in a drawer and I continued with some small portfolio projects like The Mandalorian Tribute, Wayne, etc.ĭuring this period I spoke a few times about game design, puzzles, etc., with Tatiana Delgado (CEO of Out of the Blue). At this time, I got myself starting working on Call of the Sea with the talented team of Out of the Blue Games. I made different pitches, GDDs with the pillars of the game, etc. The foundations, on the other hand, were pretty solid.Ī few times I redid the prototype entirely. The puzzles were very confusing, and most importantly the prototype wasn't fun. This small prototype took me 8 months to complete and after evaluating the scope and the possibilities to make a complete game, I finally needed to discard it because a few things related to the game design didn't work. After the development of Gylt in Tequila Works in 2019, a lot of new ideas appeared in my mind and I started to develop a small game with high-quality art, a bit like Inside or Little Nightmares.
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