For Waystation Echo, I am using a custom armature based off of the UE4 mannequin. Since I want to practice making FPS arm animations, I decided to abandon any delivered stuff designed for the mannequin and make my own armature. Since this is a unique skeleton, I wanted to go over how I exported it […]
Author Archives: Jesse
I’m a Quarter Finalist at the 2018 Austin Film Festival!
My audio drama Blank Page made it to the quarter finals at the 2018 Austin Film Festival! So what does this mean for the show? Well, not a whole lot–right now. I’d like to spend some time getting it cleaned up and ready for another round of submissions next year. I did find my old […]
Waystation Echo Devlog #4: Big Decisions, Being a Solo Dev, learning Blender, and Biting Off More than I Can Chew
Buckle up! This one’s a big one. No more third-person TL;DR: Trying to do my own animations for a third-person game is ridiculous and one of the dumbest things I have ever done in game development. An old Gamasutra article caught my eye this morning. In it, the author discusses the differences in player immersion […]
Waystation Echo Devlog #3: No really, Unreal
Waystation Echo was always going to be prototyped in Unity, but when it comes to actually building the game, I wanted to use Unreal. Now that the prototype is finished, I’ve grabbed a new copy of Unreal Engine and have been working this weekend on getting what I had in Unity up and running in […]
Waystation Echo Devlog #2: Environment cleanup
It’s been a long while since I’ve posted anything about Waystation Echo, the third-person survival puzzle game I have been designing for about two years now. I started integrating ootii’s Interactable Core with my custom door and charge handling scripts to see if I could save some time designing these puzzle doors. Ootii is incredibly […]