Dev Stream

2.3.22

Procedural Walk Cycles

1.31.22

Combat Pass #2

12.27.22

Operations Facility Render Test

12.3.22

Anatomy of an Explosion

11.9.22

Focused Laser (Pass 9)

11.5.22

Energy Repeater (Pass 14)

10.28.22

Updated Energy Hit Effects

10.26.22

Hit based debris coloring testing 

10.21.22

Orbital Station Day/Night Testing

10.9.22

Energy Weapon Particle Tour!

10.5.22

Armored vs. Unarmored native comparison

9.29.22

Cinematic Trailer In-Progress Orbital Entry Render Pass

9.27.22

Boss Scale Test 2

9.25.22

Boss Scale Test 1

9.18.22

Cinematic Render Test - Titan One Entry

9.15.22

Devlog Episode 6: Movement!

9.13.22

Early Titan Class One - Weighted Animation Samples

9.9.22

Story Trailer Render Test 9.9.22

9.7.22

Keeping It Geekly 10min Loopable clip

9.3.22

Story Trailer Render Test 9.3.22

8.31.22

Devlog Episode 5: Attachments!

8.27.22

AI Battle Testing & Frame Rate Optimization Pass

8.24.22

Devlog #04: Possession System!

8.22.22

Devlog #03: Story

8.17.22

Devlog #02: Inspirations

8.13.22

Devlog #01: The Pitch

8.11.22

Day/Night & Weather Testing

8.6.22

Destructible Environment Feasibility Testing

8.5.22

Virtual Texturing v.2 with Creative Blending

8.3.22

Shoulder Mounts w/ Attachment Swapping & Recoil

7.31.22

Randomized Possession Paths

7.29.22

Highlighting Scout Possession with Cloaking Demo

7.22.22

Scout Exoskeleton Material Revamp

7.18.22

Color Proxies for Auto Landscape Placement

7.13.22

Alien Foliage Testing

7.8.22

Night Testing Spitfire Rocket Attachments

7.1.22

Our AI has come online...and its pissed

6.30.22

AI Patrolling and Firing in View & Lock On Targeting Test

6.17.22

Goliath Exoskeleton Animation Tour

6.16.22

Single Barrel Cannon Attachment | In-Game V3

6.15.22

Single Barrel Cannon Attachment | Activate | Fire | Texture V2

6.14.22

Work in Progress- Single Cannon Attachment - Activate & Fire

6.11.22

Attachment Swapping and Quad Firing Test

6.10.22

In-Game / Runtime Cinematic Lighting and Camera Work in UE5

6.8.22

Early WIP Goliath Exoskeleton Rig Test

6.7.22

New Small Launcher Attachment

Prototype of where I am taking attachments

6.5.22

Aerial vs Ground Explosions Weapon FX Updates

A little more action mixed in this time.

6.3.22

Power Jump / Power Land / Walking Animation Testing 

6.1.22

Explosion Particle Testing

5.31.22

Early #wip peek at the Guardian Exoskeleton. 

Slower, but extremely armored. Front, back top and arm slots...9 in total to play with. Useful for defensive positions and offensive tanking.

5.25.22

Color Testing - Plugbot PBR Update - Advent Garde



5.24.22

Lighting and Roughness Test - PlugBot PBR Update



5.23.22

Testing Particles and Cloaking with New PBR Training Exo Material



5.21.22

Updated Model Materials using PBR Metallic Workflow



5.18.22

Cheap Flexible Hoses through Painted Bone Weights



5.17.22

Orbital Strike Support - Rework with Destructible Environments



5.11.22

Forward Barrier & Shield Hit / Destroy FX - Goal Pass



Going to leave these effects as is for now. They are in a good place and can revisit later as needed.

5.6.22

Forward Barrier & Shield Hit / Destroy FX - Goal Pass



Going to leave these effects as is for now. They are in a good place and can revisit later as needed.

5.5.22

Hit / Absorb / Destroy FX - Forward Barrier



5.2.22

Personal Shield Animation and Material Rework



4.29.22

AI Controller Bot - Speed and Animation Rework



4.28.22

Cloaking Attachment Testing through Material Layers



4.26.22

Projected Camo Prototype (Attachment) - Virtual Texture Exploration



4.25.22

Visibility / Cloak State Changes - Forward Barrier



4.24.22

Always stretch first...


Destructible Environments, Chaos revisit with Virtual Texturing

4.23.22

Virtual Texture Discovery!


4.21.22

Damage Streak Pools for Bonus Damage


4.21.22

Invisibility Cloak Prototype for Forward Barrier


4.20.22

Orbital Fall Damage for Forward Barrier


4.19.22

FX, SFX, Orbital Launch Full Rework for Forward Barrier Shield


4.18.22

Forward Barrier Shield Material Rework


4.17.22

Damage HUD Prototyping for individual parts


4.15.22

Forward Barrier Texture Refactoring in Lumen/UE5


4.14.22

Part Damage Discussions!


A peek into the thoughts around handling part damage...

4.12.22

First UE5 Lumen/Environment Test - Tank Exoskeleton


mmm...

4.11.22

Damage Idea Redux!


Second pass at delayed dismemberment. Broken with particles to maybe a delayed falling off. 

4.7.22

Damage Idea!


4.6.22

Final guardian Exo Sketch


4.5.22

Multiplayer Replication Test #001


4.4.22

Initial guardian Exo Sketch

First pass at the guardian Exoskeleton concept.

4.2.22

High Rate of Fire Cannons Pass

FINALLY, the cannons are starting to feel like what the original vision was for the high fire rate weaponry.

3.29.22

scout Exoskeleton Animation Test #02

3.26.22

scout Exoskeleton Walk Animation Test #01

3.24.22

Aim Mode Update Test & Boom

3.23.22

Quad Attack - Double Rocket / Double Heavy Cannon Test

3.22.22

Successful Failed Test - Quad Attachments

I mean...should be a thing right?

3.19.22

Attachment Mode/Options Prototype - Spitfire Rockets

3.18.22

Accuracy Testing on Spitfire Rockets


3.17.22

Minimally Useful Tutorial #001


A quick guide on how to kill stuff.

3.16.22

tankExo with working Leg & Foot IK.


Also have fee Look Aim Mode working with 360 rotation and pitch control. 

3.11.22

dragonFly Exo concept sketch Pass 02


3.10.22

dragonFly Exo concept sketch Pass 01


3.9.22

spiderExo Low Health FX & Death Animations - 2nd Pass


3.8.22

spiderExo Death Animations - Initial Pass