![]() ![]() ![]() Inverse kinematic setups, root motion and other complex plugins could do the job if we had a bigger team and more time to dedicate to it. There are lots of animation options out there, but none of them would easily solve our specific falcon feet tracking needs. The first time we successfully whistled for the bird in VR and saw the scale change from it approaching from a distance to landing on our hand, we knew we were on to something that could serve as the core of a unique game. We made a rough prototype early on to test out the ideas. That led to some research on falconry and the idea of having a falcon as a pet and designing mechanics and gameplay around that core idea. One of the early inspirations for Falcon Age came from videos of golden eagles hunting large mountain goats. She’s one of the last of her kind left in our world and we wanted to make her unique visually for the story and also visually stand out during gameplay against the sky and desert like environments. She is big as a golden eagle, fights like a hawk, has some eagle-hawk resemblance, some owl-like tufts, and falcon tendencies. Our falcon design combines multiple raptor types. Let’s do a deep dive of the design of the falcon, animation, rig setup, and feather tech. We spent a lot of time getting the falcon to look and feel like a believable bird of prey. It will be available for $19.99 tomorrow at PlayStation Store for PS4 in non-VR, or if you have PS VR you can pet a falcon in virtual reality. Falcon Age is a game about Ara bonding, hunting, fighting, and reclaiming her land from automated colonizers. ![]()
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