šPlanning and developing a flexible semi procedurally generated dragon asset
š Working with the concept artist/modeller to implement the finished model, working with the animator to come up with a Maya/Blender/Unity pipeline that allowed us to work separately on the same skeleton
šDeveloping tools to help with previz of a semi procedural asset
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Below I've added some videos of the previz tools; they were used from the concept art stage all the way to the final dragon and helped a lot with creating a semi-procedural dragon. The goal was that every player would have an unique dragon that looked good and that the player would also have some agency in what the dragon looked like (picking which color egg to hatch as an example)
Wyvernator 2D/concept version
Wyvernator 3D head version
Wyvernator full 3D dragon version (assets still WIP at this point). I would use this tool to quickly find and fix bugs in the assets as well, so I authored it in a way that made adding/replacing assets very easy.
The Mill's project video for the whole production.