Player 2!


Hello, Brian here (one of the three of us who made this lil game here).  I focused primarily on character modeling, shader work and integration and a small amount of blueprinting.  So initially we wanted to have a P1 and P2 with unique meshes and animations.  Obviously, that was more of a "blue sky" sort of wish list item and we had to prioritize getting something working over making things look the way we wanted.  Well, after the jam I still wanted to make the P2, so did a quick model and paint, then set up a static material in Unreal for the TV head.  Next step is a decal with a painted on smiley face.  P1 was sculpted, painted, rigged and implemented in less than 12 hours!  I used a base mesh from MakeHuman; box modeled the shoes and round psy-dampner helm in Maya; adjusted the forms and extracted the clothing meshes in ZBrush; then back to final UV in Maya and paint in Substance Painter.  For brevity I used some tweaked/adjusted smart mats for most surfaces.  I then used Advanced Skeleton to rig/skin and then copied the weights to the Unreal manniquin skeleton heirarchy.  Exported that and the mesh to Unreal and just used the standard manniquin skel definition and voila!  Character was animated and ready!  All that was left was to build the shader graph (initially I wanted color to be a variable tied to P1 or P2; but we ended up not getting that functionality running anyway).  With a bit more time I'd love to really finesse the character textures and materials and do the blue printing necessary to get the P1 and P2 selection set up.

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