Merry residents of Gallowmere,
It's a season of comfort, happiness and second chances! I bring you the good news that MediEvil Short-Lives Demo is being raised in the PlayStation store today with more content! Get your hands on this free download to claim Sir Dan & # 39; s Helmet, skip the Graveyard and Hilltop Mausoleum and fight your way to the Red Glass Demon. Are you waking up to bring some Cheer back to the state this holiday?
And in our 25th anniversary celebration, the Sea Development team has given us a closer look at how they carefully reviewed Sir Dan's PlayStation 4. model, please take a look, and share Sir Dan's spirit this holiday season!
Nick Bruty, Artistic Director (Other Sea)
Sir Daniel's appearance is so central to the game that if we didn't succeed it wouldn't feel like Medievil at all. As the original PS1 model has been keeping us informed we need to add details and status. It was to be the new Dan but he had to feel like the old Dan.
We knew it would take a lot of time to get it right, so we made sure to give Dan as much production time as possible when it was our first cut of the first video marketing, almost in the middle of production.
However, this process was not as complicated as we thought. The concept musicians were already working in many areas of the game and were really driving us crazy. But there was one thing that bothered us from the beginning. Dan had surprisingly short arms. He ran with it as it was popular then but now it just looks wrong. We made some adjustments, so that it was a perfect fit for Dan's standing legs. This felt good and the animations looked better.
It was a great feeling to read the first response about Dan's new look. Seeing fans blurs the comparison between old and new. Everyone sounded like it was really keeping Dan's spirits up and enjoying the new addition. What really made Dan come to life were the extra polygons and bones in Dan's skull, allowing our animators to bring out the most exotic faces of Sir Dan.
Alyssa Fernandez, Art Concept (Secret 6)
When we resumed our Dan rearrangement methods, our first steps were to go back and learn as much as possible about his story and the original composer's intentions. We wanted to keep true to her beautiful and beautiful look.
The fragments of Dan's weapons were thought to be highly functional – allowing Dan's modes, quirks (skeleton in the arm!), And attacks to be reproduced while still under construction.
Dan's piece received a lot of news, showcasing designs from previous MediEvil games – striking the balance between the edge of the PS1, to the humorous and modern feel from the Resurrection.
Joel Codorniz, Rigging (Secret 6)
Dan is a very different character in the rig, because he is actually a vest wearing armor. We've had several updates just to get the feel right on his arm, and his face. Dan does not have a jaw like the other characters so we have had to do different exercises and experiments. We made a way to separate the bone from weapons, so that we could be flexible in capturing his goofy personality and showing the weight of his outfit.
Jem Bernaldez, 3D Modeling (Secret 6)
For Dan's equipment, we first start with something "clean" and "clean" with his arm, as long as he is the "hero" of the story. As we began to get a deeper understanding of Dan, we switched to shy looks and felt about his weapons, but decided to keep his essay clean, to support his good looks.
Julie Almoneda, 3D Modeling (Secret 6)
We made sure to model and draw Sir Dan as close to the concept art as possible. Particularly his skull because he had to support a lot of fashion-related emotions. So we have given enough polygon coherence to carry a variety of emotions, but we have also balanced it so the model can be clean inside the engine.
We always had to think between the physics of the crooked skin / skull of a human body paired with a cartoon made of cartoon, cartoon and Sir Dan skull. In order to support complex images and expressions, we have added controls to almost every member of his body including parts of his supportive body language battle.
Justin Rosenthal-Kambic, Animals (Other Sea)
Looking back to the PS1 time limit in the late 90s, the original team at SCE Cambridge Studio did a fantastic job with the bone marrow to give Dan a few questions that convey his personality.
When it came time to build our rig and use Sir Dan ourselves, we explored and grew into those original detailed features and created a face mask that gave us the flexibility to work with both our cinema and cinema needs. Thanks to the huge increase in numbers, (60 vs 1,734) and the combined support, we were able to create a variety of feelings to explain our interpretation of who Dan was and how he should act in his unique awakening situation. It was a lot of fun to set up the ability to bend / wrap Dan's rib that helped expand some of his emotional reactions, especially when he wiped his arm or when he pulled in that chicken play.
Emily Chen, Cartoons (Other Sea)
There have been many times where you can see what the first game wanted to do, but you couldn't pass because of the limitations. Discussing these scenes with our cinema artist was very interesting because we had the opportunity to clarify the gun and yet stayed true to the original content. It was so much fun playing around with Dan's facial expressions with or without his jaw acting.
Overall, the complexity of our rig has given us the ability to complete its effects. For example, splitting his head from neck or stretching his body due to excessive injury.
Norm Badillo, Production (Other Sea)
With the technological advancements and capabilities of the PS4, bringing Sir Dan to modern standards and expectations took a lot of thought and care from the team to make it happen.
The process from investigation, imagination, experimentation, collaboration, and animation led to the introduction of a unique set of characters and structures. All the pieces in unison took Sir Dan to the next level and it's certainly something we are all proud of.
To all of us in the development team, a big thank you to all our wonderful MediEvil fans out there – your support has been invaluable, and we hope we have met your expectations for our latest MediEvil adventure.
Happy Holidays!
Table of Contents