![]() I'm looking forward to sharing the results with you! However, working on different things such as cinematics, new UI, maps and everything in-between is always a creative delight. ![]() This month I had quite a blast modelling this set of bespoke cyber sex toys to feature in some of our lewder scenes, including a very special ‘prop’ that might be best kept a secret for now.īetween finishing Blythe's content, testing and planning up for what's coming next the month was busy and the next one will be too. I will eventually need to re-visit older scenes and clean them up to the latest style of visuals to keep things looking consistent, but that will be something to look out for in the 1.0 release! Each patch of the game I try to one up myself. I have assembled the necessary VO selections for Blythe’s new pandora scenes, assisted Hungry JJ in sound designing for an upcoming space combat boss fight, and polished the upcoming visual novel scenes more. It’s been a very busy month for me, working on many different areas of the game. While these missions get some initial testing, next on the list is to create the anomalies for the next batch of solar systems that open and then integrate our PANDORA scenes. For the most part they are standard combat missions with a unique way of storytelling. This past week I finished creating some of the new Grid Combat missions. ![]() I really don’t want to spoil any of them so I’ll just say they’re climactic in more ways than one. The way they’re ending the stories of the girls is shaping up to be really cool I feel. It requires a lot of planning before we can start animation, so that we don’t run into any unwelcome surprises down the line. I’ve met with the director and am currently helping him with translating the storyboards into Unreal Engine. Pretty excited about these ones I must say. I’m working on probably the most expansive sex scenes I’ve been involved in with FOW so far. ![]() Currently trying to figure out how far his third leg can fit in her throat. It involves a BJ scene of DEMI with a Mantic. I’m working on the last of the Kickstarter spacewhale scenes this month. Can’t wait to finish this one up and get it fully animated! Here’s an image of another, more current cinematic that I also worked on. The team did a great job conceptualizing everything. After completing Killi, it was time for me to move on with the Huntress! Without spoiling anything, the conclusion of her story is probably my favourite cinematic in the game! It has a lot of emotional moments and sweetness and the environment will also play a huge role. My goal this month was to keep running through the devotion quest scene setups. As of this Dev Update, my days are busy helping the director with cleanup and lighting/VFX of the remaining Pandora scenes. I hope the audience will be moved by the plot’s high stakes and anilingus. Work on the 10 cinematics for Blythe’s story has concluded for me this month. It’s a good feeling to see how much the tech is developing! I have also been following the latest trends in animation software, UE5 facial capture, and artificial intelligence rigging. We want to deliver a great experience for everyone.įrom kawaii princess cinematics to girthy double penetration and gaping holes. Thank you for your patience as our team continues to work hard on the project. Testers should have the final Blythe build in early June, and we will make an announcement about the release schedule once testing is complete. Development continues on the next part of the story, as well as the underlying systems needing an overhaul.
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