After many weeks without news, you probably have to wait there, the project is canceled. After the release of the remake of the trilogy of Naughty Dog, it became evident that the project had no place to be. What’s more, the team has dissolved itself over time and some technical and human problems have completely frozen the project. →
Tag: team
No texture but a video!
I promised to show you Crash textured but ultimately it will be a video gameplay! Unfortunately, MacGivre has not had time to work on the project lately. But fortunately, Chris has worked hard on the gameplay and sent me his latest version this afternoon. →
Always farther, always longer!
I still can not keep my promise! A video had to arrive last week but as always, the unexpected accumulates and the time always passes too quickly. But do not worry, this time we hit the goal and you will see what Crash will look like soon. →
Do you believe in our project?
The question may seem strange but nevertheless necessary. I would not hide from you that I have some doubts about the project for various reasons.
What worries me the most apart from disappointing the players is mainly to waste time on the team in charge of the project. →
A little late!
Well … I know that I promised you a video before the end of the year and I could not keep promise unfortunately but with the end of year holidays and some technical worries, we could not finish texturing and animations on time. →
We are back!
I know I promised you an article on the new model Crash quickly but it’s been longer than expected. After several different versions and changes, we finally completed the 3D model.
MacGivre is about to unfold the UV and texture the model at a time when I speak. →
He’s alive!
As promised, the new 3D model of the mask Aku Aku and this time, textured and animated! Of course, the animations are simple tests but allow to have an idea of what look like expressions of “face”.
Crash, there was a small inconvenience. →
Come chat with us!
First animation for Aku Aku
So I thought to be limited by the Unreal Engine, I realize again that this engine is amazing and resourceful. Unlike the CryEngine that prevented me from doing many things or in any case easily, that I discovered the ability to animate an inert object and without skeleton but mostly without any technical constraint. →