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Weeks

Week 1 – Jan 12 Week 2 – Jan 19 Week 3 – Jan 26 Week 4 – Feb 2 Week 5 – Feb 9 Week 6 – Feb 16 Week 7 – Feb 23 Week 8 – Mar 2 Week 9 – Mar 9 Week 10 – Mar 16 Week 11 – Mar 23 Week 12 – Mar 30 Week 13 – Apr 6 Week 14 – Apr 13 Week 15 – Apr 20

Week 1 – Jan 12

This first entry will be a summary of what we did as a team during the pre-production last semester.

First of all, here is the final product of the semester, we had to make a trailer for our game:

Since I am the character modeler of the team, I was in charge of making concepts and early versions of the models. I first started by doing explorations:

Dollhouse Thumbnail

Doll Concepts

I was mainly trying to get a good idea on the artistic direction:

Haircuts & Clothing

I then started blocking out the doll's base mesh:

Doll Base Mesh

I then had to start working on the Creator's head so the animators could start working. I worked from a base mesh with good topology and modified it to get the disgusting Creator that we love to hate:

Creator Texture

Eye Texture

Creator Retopo

I hand sculpted the eyes and made sure the pupil was riggable. I textured everything myself.

I then only retopologized the doll's arms and put simple textures on them because we were running out of time by the end of the semester:

Doll Arm Retopo

And I also started learning the logic behind hair cards with the help of my mentor.

By the end of the semester, we were really proud of our teamwork and what we had to show to everyone.

We are excited for what was coming next!

End of Entry 1.

Week 2 – Jan 19

Welcome to the second entry. This week was BUSY. Since I’m at the beginning of the pipeline, I had a lot to do so my teammates could have assets to start working with.

I had to quickly model the Creator’s arm so the rig artist could rig it, the animators could animate it, and the programmer could implement it in-game:

Creator Arm Model

I also had to complete the retopology of the arm during the same week to make it usable in the pipeline.

After finishing the arm, I moved on to reworking the doll’s base model high poly:

Doll High Poly

I then fully did the retopology of the doll. I had to rework the arms since they were too high in polycount. I managed to bring the character down to around 16,000 polygons, which is a decent result.

Doll Low Poly

This was quite an intense workload in such a short amount of time, but with the support of the rig artist, the retopology process went smoothly.

End of Entry 2.

Week 3

Welcome to the third entry. This week was also very busy. I spent a lot of time in meetings trying to clarify things. I did some more concepts, but they were not fitting the vibes we were looking for:

Early Doll Concept 1

Early Doll Concept 2

I had to do a lot of exploration to find the right one. We eventually ended up with this design:

Final Doll Clothing Concept

We loved the cage crinoline and the rough handmade feel of the dress. We wanted to make sure she still looked newer compared to the other broken dolls in the environment, but we also wanted her to feel like she was made by the Creator — so she couldn’t look brand new.

After being done with the concepts, the animators asked me if I could make a blocking of the crinoline with a cloth piece so they could use it in their animation. This was a bit challenging because I had to make something close enough to the final result while still learning Marvelous Designer.

I watched a few hours of tutorials on Marvelous Designer to understand the basics. It was complicated, but fun. I managed to model the doll’s bloomer and skirt:

Marvelous Designer Cloth Test

I then had to model the crinoline and make sure the topology was workable, without spending too many hours on it since people were waiting after me.

Unfortunetly, on friday my electricity went out and i hadn't saved in a while... I ended up losing a few hours of work and wasn't able to work for a few hours. I lost a bunch of time and process and had to get back to work asap (while being extremely salty).

I did learn efficient ways to save polygons in the process. I learned that i could use alphas with transparency to do smaller details, isntead of modeling them and raising the polycount for nothing.

Crinoline Blockout

After being done with all of that, I also had to learn HTML to make my own website to document my production process. That was horribly hard and time-consuming — my brain is not made for coding, which is why I studied in the art field… Anyway, it was actually pretty fun (if we ignore all the times it didn’t work), and I ended up being pretty satisfied with the result!

End of Entry 3.

Week 4 – Feb 2

This week was a lot slower. The rush of doing everything at a base level so the others could work was over. Now I needed to take the time to learn Marvelous Designer.

This week was also harder on my mental. It was overwhelming to work on anything because there was so much to do, and I had trouble pinpointing what was most urgent. To help me, I did a Trello board.

Trello board

I’ve done a few in the past when I was feeling overwhelmed and needed a guideline with weekly objectives, and it helped me a lot. Hopefully this time it is useful to me again! Basically, I put all the tasks I have to do by subject and put them into checklists. It helps me visualize all my goals, but it also explicitly shows me everything I’ve accomplished in the past weeks. It helps me put into perspective all the work I’ve done when I’m feeling down, and it helps me stay motivated in hard times.

This week I tried to be gentler on myself, because when I get into these anxious states, I lowkey enter a vicious cycle where I don’t work because I’m anxious, but I feel horrible about not working, which makes me more anxious. In times like these, I try to take it slower, one thing at a time. Doing the easiest tasks first and slowly getting back to a flow state where I can work normally again.

It’s kind of ironic, because the best way to make me work is the fear of disappointing my teammates more than my fear of learning new stuff. I’ve been known for my performance anxiety, and it’s something I’m still working on.

Anyway, enough about my pity party. This week I watched A LOT of YouTube tutorials on Marvelous Designer. I think in total I’ve watched over 10 hours of content. I saved the most interesting ones that would help me during production.

Marvelous Designer tutorials

I got scared to try them in the software, but that will be my goal for next week. They were really interesting and I’m excited to try. I’m just terrified of failing miserably… but that’s highkey just in my head, and even if I flop, it’s truly not that serious and I can just start over. Falling is part of the learning journey, and that has always been something I’ve had trouble with.

I’ve also done my bake tests on the doll and the Creator’s arm. I encountered some minor baking issues that were easily fixable, like this:

UV issue

In this image, you can see that the UV sheet exploded. That is because in Maya, the model had many UV sets and Substance did not know which one to use. The fix was easy: I just had to go back to Maya and delete every UV set that was useless and/or problematic. I rebaked everything and the issue was fixed.

Bake result

I will rework the legs a bit to get them closer to the concept, but that will be for later.

The other problem I encountered was with the Creator’s arm:

Creator arm bake issue

The issue was that the high poly wasn’t aligned with the latest version of the arm. That was a simple fix: I just had to align it in Maya and re-export it.

Fixed bake

The bake turned out perfect except for one artifact. In the UV sheet, the top of the shoulder goes outside the UV box. The fix is super simple: I just have to scale it down in Maya and re-export the low poly.

Also this week, Momo informed the team that he might need help with the programming part. Since he’s our only programmer and is also a full-time student, the workload was too intense on him. I contacted Luna, a super cool programmer I met at Ubisoft Game Lab last year. I felt like I vibed with her, and the project seemed like something she would enjoy working on.

She doesn’t have experience with Unreal and is also a full-time student, which could be a risk. But she’s motivated to learn, and from what I’ve noticed, she loves learning and has a problem-solving brain, which is a super nice quality to have in a project setting. We introduced her to the team, and the vibe was there, so YAY!

Welcome gif

I also want to take the time to say how proud I am of the team. Everyone is doing such great work, and the game is slowly taking form. It’s so fun to see the collective work of everyone come together and create an experience to share. In times like these, I’m happy I chose such an amazing team that keeps me motivated to work harder and not give up.

I don’t work much in the engine yet, but I do snoop in a few times a week to see the progress. It always impresses me to see everyone’s specialty come to life. I show off our game to my friends all the time, and they are always so shook by the quality and eager to see what comes next!

And to wrap up this entry, this week we had a lot of work for our ethics class. We have a debate on AI use where we have to take Elon Musk’s side. Obviously, we do not agree with him on any stance — I would even go as far as saying we are probably the wokest team in the class. Which makes it 20 times funnier, because it’s lowkey roleplaying as the bad guys.

There was a lot of content to watch and read, so that took a lot of time. But since we are the first team to do a debate, that means we are going to be free for the rest of the semester. Which means when we reach crunch time, we won’t have to prep a debate. 200 IQ move, trust.

That was it for this week, hopefully next week is better!

End of Entry 4.

Week 5 – Feb 9

Welcome back! This week's entry is pretty fun!

I’ve had a bit of trouble working on the project recently because I was scared to mess up... BUT I pushed myself to just start. Starting is always the hardest and scariest part.

I had to use Marvelous to create a base for my layered skirt. The one I did previously was quickly made for the rig artist but was far from what we wanted. I felt like the fabric was too silky, and it felt weird to have so many folds, especially on such a small-scale character. I found an option called Strengthen in Marvelous that really helped reduce the amount of deformation and create stronger shapes. It was perfect for what I needed.

Marvelous Strengthen Option

I then tried to start doing my corset in Marvelous but it was kinda... ehhhh... So instead I imported my model into ZBrush to slowly block out my shapes.

Corset Blockout in ZBrush

It was slowly taking shape and I was gaining more and more confidence. After working for a while, it was starting to look closer to my concept, which felt really rewarding.

Corset Progress

I also got super tired of seeing her bald. The more I looked at her big head, the more I felt it looked off... but it was just in my head. So I decided to block out her hair.

I spent a bit of time on it because it was really fun. I didn’t really need to, since it was just to get an idea of what the final result would look like in 3D, as I will have to remake it later with customized hair cards. I also gave her some eyelashes and a beauty mark for fun. She was looking prettier and prettier by the hour and it felt super rewarding.

Hair Blockout

I was super proud of the updates I’d done! I felt like something was wrong though, so I decided to do tests in the engine to see what she looked like and to my surprise... well, the camera was much further than I thought...

In-Engine Test

We lost A LOT of detail and I got a bit worried that I was doing a lot of work for nothing. But my teammates reassured me that there would be moments in the gameplay where we would zoom in on her. Still, it was a reminder not to focus too much on tiny details and instead focus on a strong silhouette.

I also wrote down all my remaining tasks for the rest of the semester. There’s quite a few... but it helps to have them in front of me! I marked them on my Trello with weekly objectives to keep me on track and motivated. I feel like right now I’m really good on time and that, if needed, I have spare time in case a big OOPSY happens... BUT LET’S NOT JINX IT!!!! Manifesting a good and easy production for me and my teammates!

WE GOT THIS!!!!!!!!!!!!!!!!!!!

End of Entry 5.

Week 6 – Feb 16

Hello again, this week was pretty chill. I was taking my time working on the corset on the doll and polishing my clothing blocking. It went pretty smoothly, no real problems encountered.

Corset Progress

I enhanced the tight feeling of the corset by giving her an even smaller waist than before to really give the feeling of restraint and discomfort, like she can barely breathe. I modeled the lace parts and even added a bow that will have physics later. I talked with our rig artist and she said it should be fine, easily doable, and good for her portfolio, so I’m all in! I did the same with the neck piece. In my opinion, it made the silhouette much more interesting.

I also had my meeting with my mentor and told them about what I planned next. I explained how I thought I had to proceed with my dress and the method I was going to use, and asked for their advice.

Mentor Feedback

Turns out I was super wrong and complicating everything for nothing... Basically, I thought I had to model the rips in my dress, but in reality it was much MUCH simpler. All I had to do was make sure my dress was clean, as if it was brand new (in my case), and then do all the rip details in Substance with opacity masks.

Substance Opacity Mask

I learned that Substance Painter has an amazing tool for opacity and transparency that I didn’t know about. It will be super useful for the textures of my doll, but also just in general! I’m glad I learned that this option existed.

I also learned a new tool in Marvelous Designer, the elastic tool. I was struggling with my top piece under the corset — I made a nothingburger in Marvelous last week to block it out — but there was a tool called Elastic that would’ve been super helpful.

Marvelous Elastic Tool

Basically, it mimics elastic and cinches the fabric. It’s great to give hold to fabric on your model and to create more dynamic folds at the seams. I’m going to partially redo my top in Marvelous, but it’s okay.

This week was a bit shorter, nothing big really happened!

Next week I’m helping my boyfriend move into our new house and we have a lot of renovations to do, so the next devlog might be a little shorter. But it’s fine because I planned it in my schedule and put easier tasks to do!

Winter is slowly leaving and I’m super happy about that. The sun is shining and the joy of living is coming back!

Happy GIF

End of Entry 6.

Week 7 – Feb 23

Welcome, take a seat, get comfortable, it’s time for week 7!

This week was extremely busy, unfortunately not with Dollhouse... I was moving out with my boyfriend into our new house. We had a lot of packing to do. We spent the weekend moving, unpacking, cleaning, and doing some renovations. It was NOT EASY! We are WRECKED!

Moving GIF

But yeah, I tried to work a bit at least in the little time I had.

I first worked on remaking the dress layers. They aren’t final, but they are closer to the end result. It was a MESS! I had to redo them a bunch of times, and I’m still not satisfied, but I’ll just work off of what I have and polish it to make it look better.

Dress Layers Progress

I also started working on the shoes. I had a meeting with a fellow character artist and did some research. It’s a bit complex, but I think I’ll be fine. It will take a little more time than anticipated though.

The other thing I did was brainstorm new ideas for the Creator. I don’t know if I will have time to commit to these designs, but I just had a spark of inspiration one night at 3 am...

Creator Sketch Ideas

I scribbled a few ideas and doodled a design. I wanted to explore some ideas and not forget them after I slept. I started doing a cleaner paint-over version in Clip Studio Paint.

Creator Paintover

It might be a little ambitious, but if I have time I would be so down to explore the possibilities. Basically, the idea is:

I want him to look patchy, like he’s made of many people — like patriarchy, where everyone is a part of it. I want him to look loose, like he’s crumbling. I want him to lowkey look like he’s hurting a bit, like the fact that everyone in patriarchy is getting hurt by the system, including men. I want his skin to almost look like a disguise for something much darker.

This is all the work I did this week. I’ve noticed that my teammates are feeling a little down :(

I hope that they aren’t doing too bad! Lots of love to them, we can do this! Time flies by quickly but we are making good progress. The game is already looking super cool and everyone I show it to showers it with compliments! WE GOT THIS! WE’RE THE BEST!!!!!!11!1!!!!!111!!!!!!!!!1!!!!!!!!!!!

Celebration GIF

End of Entry 7.

Week 8 – Mar 2

Slightly late on this update, welcome back, take a seat!

This week I was a little busy catching up with my internship and doing some renovations. I still tried to advance as much as I could. I polished a lot of elements for my doll, like her cuffs and her boots.

Doll cuffs progress

Doll boots progress

I had a lot of fun working on them. It really helped with the handcrafted Victorian doll feeling. The boots were pretty challenging and took A LOT of time. But in the end, it was worth the effort.

I also had a little bit of free time, so I decided to make some low poly teeth.

Low poly teeth

We probably won’t see them in-game, but I felt like it was an important detail not to forget since she already has the inside of her mouth modeled.

Teeth in mouth

Teeth detail

I wanted to give her American doll kind of teeth. I felt like it would really suit her beauty and make them a little more interesting.

That’s pretty much it for this week... I’m starting to feel a little unmotivated lately. Since I started moving out with my boyfriend and I got a job lined up that will pay my bills, my head feels like it’s somewhere else. I’m trying to stay motivated as much as I can and not let down my team, but recently it’s been a little hard.

I’m almost done polishing our dear doll, but LORD I feel like I’m not doing enough... I might need an outside perspective. Anyway, we will see how things go, but I have to LOCK IN because the due dates are coming in FAST.

End of Entry 8.

Week 9 – Mar 9

Hello hello! Welcome back witches, time for the 9th weekly!

This week I finished the high poly of my doll. I polished every last detail on my doll to a point I’m satisfied with. I had my meeting with my mentor and with a friend in the same field, and they both approved the design.

High poly doll final

This week I mostly had to polish the shoes and the top. I also had to remove some elements because it was getting too complicated and we would barely see them in-game. But it’s okay, I feel like she looks like she belongs to the universe she’s in and that her design is interesting and has a lot of meaning without being too complicated.

Here is a video turnaround of her from many angles:

Now I’m getting into the complicated stuff... I’m a little behind on the retopology of my character. I have to catch up QUICKLY if we want everything in time like the schedule says. I do have some issues with some of the parts and how I’m going to retopo them, like the top or the bloomers... that will be interesting to figure out...

Man, it’s so hard to work these past days. The closer we get to the deadline, the more my body freezes and refuses to work and tries to find easy dopamine in games or shows.

IT'S NOT THE TIME TO GIVE UP!!! PEEPS ARE COUNTING ON MEEEE ARGHHHHHH!!!!

It’s ok, I got this!

This is fine gif

End of Entry 9.

Week 10 – Mar 16

Hej! This week was HELL!!!!

I had a lot of retopology to speedrun (but do correctly), and I realized really quickly that I made a HUGE mistake in my design. Basically, when I was doing the doll, I thought it would be an amazing idea to make a top that is flowy but also doesn’t cover everything, but that also gets tucked inside the corset. And well, on paper that’s a super interesting design choice and lets you show off the doll’s mechanism of the shoulders while staying on theme.

The problem is that... that’s almost impossible to pull off correctly, especially when you don’t have that much experience in the character creation pipeline.

Torso design issue

What I did to solve my issue is that I combined all the torso layers and added the sleeves to the mesh, making one huge complex mesh. It was absolute HELL to do the sleeves, but I think we ended up with something that wasn’t too bad and worked pretty well.

Retopology result

Other than that, the retopo went pretty well. It was just extremely time-consuming, but it’s okay since I took the time to do it correctly to avoid having to waste time going back to fix mistakes. I then UV unwrapped everything per different material and did the layouts.

UV and bake result

I did my baking in Substance Painter to make sure there weren’t any mistakes, and the bake was perfect!

Anyways, next week I’m hopping on the hair situation. Time is running out and I fear I might not have enough time to do what I wanted, but we will see...

I'VE GOT THIS!

End of Entry 10.

Week 11 – Mar 23

Hellowrrrrrrr, welcome back, take a seat.

This week I had to do a lot of things for the deadline.

Let’s start with my first side quest. I had to quickly model a key arm for our game because the temporary key we had was not good enough anymore.

Key arm model

I had to speedrun sculpting, retopology, UV unwrapping, and texturing to be able to give as much time as possible for my team to implement the feature. I did a decent job for the time I had, and anyways in-game we don’t see the details that much.

I also finally textured the Creator’s arm. I totally forgot about it, so I also tried to do it quick and pretty.

Creator arm texture

It turned out pretty cool and renders really well in the engine. I did make a small mistake that made my team panic a little bit ahah... Basically, I was applying the material on the arm inside the engine and testing how the light interacted with it. By accident, I used the BP_creator_arm instead of just using a mesh... and I accidentally rotated it 180 degrees and pushed it, which made the arm come from totally the wrong side, and the team wasn’t sure why. I DID FIX IT THO! I might be a little stoopid at times, but I’m not a monster!

And now let’s get into the real main objective of the week.

THE HAIRCARDS.

Unfortunately, I had to give up making her hair fully out of hair cards because, well... simply I did not have the time or the skills for it. If I rushed it in less than a week, it would’ve turned out horrible...

What I did instead, which was recommended by my mentor, was doing mostly mesh hair with some hair cards to add detail.

I first started by using the blocking I did many weeks before and polishing it. I focused on the shape and flow. Since I wasn’t doing full hair cards anymore, I could add some more fun details like hair twists, which also helped with the Victorian feeling.

Hair progress

I did the retopology, added a few hair cards, and also added some lash hair cards. UV unwrapped and all.

I did run into A LOT of issues in Substance. For some reason, Substance could not read my UV sheet. I tried again and again to fix it, but from my research, it looked like my hair mesh was corrupted. I did some janky method to fix it and it was good enough for texturing and everything else. I did my baking and it went perfectly aside from that, so she was finally ready for texturing.

That’s all for this week. A LOT of things happened, but we survived. One more week until the deadline, but I’m feeling pretty confident.

Sea ya l8r aligator.

End of Entry 11.

Week 12 – Mar 30

Bonne-jour hellowr.

Time to lock in.

Welcome to week 12, the last week before the deadline of April 6th.

I’m a lil scared, I’m stressing the FLIP OUT!!

Stress image

I had to rush my textures as fast as possible, but with the best results I could with the time I had left. I wanted to play around with opacity maps and add lace, but I ran into some issues. Basically, Unreal doesn’t do well with opacity, and even worse, it is horrible at doing half transparency. What I mean by that is that if something is fully opaque it’s fine, if something is fully transparent/invisible it’s fine, but if it’s half transparent Unreal panics and basically erases everything except little dots.

Opacity issue

To fix the issue, instead of pulling a tulle material, I went with a big lace material with opaque parts. That means that these parts rendered super well in the engine and the half transparent ones almost disappeared, but it still succeeded in creating the illusion of lace.

I then did a lot of exploration for the hair color.

Hair color exploration

At first I was aiming for more silverish hair, but I fell in love with the pinkish blond.

I decided to go with a pink and brown color scheme. At first I wanted to go pink and green in reference to a rose, but it looked very off inside the engine. The green contrasted too much. Right now she feels very soft and like you want to get attached to her. For a while she looked kinda scary on her model because she didn’t have all the details and had sharp features, but with textures it softened her look so much. Also giving her lil Ariana Grande brows really helped make her seem more scared and expressive.

Here is a turnaround of her final textures. Well... mostly final, I still have some tweaking to do... But I would say she’s like 95% done. I’m really proud of how she came out.

Also, I made her eyes and mouth in a separate Substance file and it kinda looks goofy, but it rendered super well in the engine.

Eyes texture

After I was done with my doll textures, I had some extra time so I made dead doll variants for the tea room.

Dead doll variant 1

Dead doll variant 2

It’s a small detail, but I am super proud of the result. It turned out so well in the engine. I made 5 variations of them and I’ll give them haircut variations in the coming weeks.

My team cooked so hard for the deadline, I’m confident we’re going to be approved! But we never know...

Nervous GIF

End of Entry 12.

Week 13 – Apr 6

Meow meow!

WE DID IT !!!!!!!!!!!!!111!!1!11!!!!!1!

We submitted all our stuff and the quality is INSANEEEE!!!

Celebration GIF

MY TEAM COOKED SO HARD, I’M SO PROUD OF EVERYONE!!! WE DID AN AMAZING JOB YOUPIDOO!

I’m gonna post what we submitted here!

First of all, here is our AMAZING and BEAUTIFUL poster:

Poster

It looks so cool, the composition is really interesting and the lighting is slaytastic.

Now here are a few beauty shots:

Beauty shot 1

Beauty shot 2

Beauty shot 3

Beauty shot 4

I LOVE THEM!!!!

Now here’s the insane teaser:

SHIVERS DOWN MY SPINE !!!

And here is the temporary trailer!

Again, I’m so proud of my team! Everyone did such an amazing job! Everyone is so fun to work with and we complete each other so well!

DREAM TEAM BABY!

Anyways, this week I didn’t work much on the project. I took a moment to touch some grass and catch up on my stage and other classes.

Touch grass gif

Next week I’m catching up on some of the side quests I have, like the dead dolls and stuff.

End of Entry 13.

Week 14 – Apr 13

Wazzzzaaaaaaaaaaaaaaaaaaa!

This week was pretty slow. I'm finally moving all my stuff from my mom's house to my place with my husband. Since NAD is ending, I don't need to stay nearby anymore. It's been a lil bittersweet because I'm moving in with the love of my life, but at the same time I'm, in a way, leaving my mom alone. I know it's been super hard on her and on me too...

There have been a lot of emotional roller coasters and a lot of changes in my life recently all at the same time, so I've had a lil trouble adjusting, but hey... I CAN DO THIS!

But I'm also starting my new adult full-time job at the bank, and idk if I'm ready mentally. I do have bills to pay now, so I don't have much choice ahah...

Anyways, I still worked on the project a bit. I did haircuts for the dead dolls. I made 6 variants for now and I also made a cloak for the one in the drawing room.

Dead dolls variants

These are the dolls from the tea room. I made them a lil bit too cunty and fashion, but I kinda love it ahah...

Tea room dolls

I also changed the one in the hall to make her match the others.

Hall doll

And finally, here is the one in the drawing room. She's a lil mysterious but she's cool! Might remove the hood though.

Drawing room doll

Also here’s a small bonus I made for funzies.

Bonus image

Anyways, that’s it for this week!

There’s not much left in the character department, so I might just help around, especially with menus and UIs.

Time flew by so quickly, but I won’t lie... I can’t wait for this semester to end and celebrate with everyone!

End of Entry 14.

Week 15 – Apr 20

Welcome to week 15, the last entry of the project.

We are already at the end... time flew by so freaking fast, it’s unbelievable... We’re not only done with the project but also with university in general (at least for now...)! Which is crazy to me like—wow... I don’t know how to feel... proud? relieved? free?

But at the same time, I moved out and started working full time, so I didn’t even have a second to breathe... I would describe it as a different adventure? New cage? A little bit grim, but hey, at least now I’m going to have more free time and school won’t take as much head space. I do want to make it clear that I am happy and I am grateful for everything that happened to me! I’m just a lil tired and overwhelmed by all the upcoming and current changes...

Anyways, to get back to the project. This week I finalized my final side quests for anything character related.

First of all, I did the textures for the cloak that I didn’t have time to do last week.

Cloak texture

Pretty simple. I struggled a bit with the color. At first, I wanted to make it a royal blue, but it was blending too much into the environment. Then I tried a soft dirty beige, but it looked like a potato sack. So instead I went with this scarlet color that contrasts with the environment but not too much, so it catches the player's eye.

Then, I did the brooch for the drawing room. We had a placeholder for the longest time and I feared I would run out of time and not be able to do it. I ended up going for something simple but charming.

Brooch model

I modeled a simple brooch but added a butterfly as a reference to previous unused designs for the main doll. When I first started designing her, I really wanted her to be inspired by a butterfly, but that didn’t work well with our vision. Anyways, the brooch details are mostly textures that look good from afar since we barely see them in-game.

And finally, I made the tutorial doll variant. She’s made from reused parts from the main doll, modified a bit of course, and I gave her a different haircut.

Tutorial doll

Tutorial doll face

It was a fun challenge to reuse assets to make something different and to play around with the textures. I made her yellow in reference to our game designer Alex’s favorite color. He kept putting yellow everywhere during the entire project, so I had to honor his dedication. I’m really happy with how she turned out. She’s different enough from the main doll without overshadowing her.

This is the last entry, but we still have a week left until the due date. Next week I’ll be working on the UI and menus. I’m a bit anxious because it’s hard to know when to stop working, especially when the due date comes so quickly!

Anyways, I’m grateful for the opportunity I got to work on this project. I’m even more grateful for my amazing team. Everyone did such amazing work. It was so fun to work alongside every single one of them. Huge shoutout to them: Alex, Audrey, Catrini, Dalinda, Liz, Maria, Momo, and my mentor! And an even bigger shoutout to our heart-of-gold director, Karen. Without her guidance and help, I don’t think the project would be as cool as it ended up being!

My team deserves all the glaze in the world and I truly wish them only success and happiness in the future. The production went super smoothly and I’m grateful to end my degree on such a positive note.

This journal was also super fun to update every week. I hope whoever read it enjoyed watching the progress of the project. I had a lot of fun doing web design for the first time ahah, I’ll probably do another personal blog after this.

I will also update this journal one last time whenever we officially release the project and trailer content to share the final product.

Thank you for reading,
Sam signing out.

End of Entry 15.

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