Hectic two weeks. I gonna be real, I don't remember much of what happened from days 19-33, but I'll list what I do remember.
Around days 19-22 was animating both our tank bot and boss; animating them wasn't too time comsuming, probably around 1 hour each actually working on them. Most of the time was forgetting to insert keyframes and redoing a bunch of them bc I forgot to hit the I key whenever I need to update them. Both our tank (humanoid bot) and dps (turret) has: an idle, attack, hit reaction, and defeat animation. Another 2 or 3 days were used trying to figure out why only one animation was exporting; it was bc I didn't push down the actions into NLA strips and clicking the checkmarks before trying five different export settings lol.
My tank was also giving me a hard time bc I was dumb and forgot to apply transform to the meshes and rig before animating. Applying scale would send him to oblivion and warp his arms pretty bad. I also had to add IK bones to his legs and hip to get him to kneel for his defeat animation bc I was reusing the rig Mixamo gave him for his idle (even tho I spent so much time at the beginning of the project doing it myself) as a base to do the rest of his animations. HOWEVER!! He had zero bone constraints and IK, so moving his hip bone meant moving him entirely with his feet not having constraints to the floor. I did find a simple tutorial to help with the IK, and he was able to kneel even tho some meshes had noticable clipping; at this point I didn't care enough to fix it. This was the most stressful part of these two weeks, and I was thinking how bad of an idea it was for me to teach myself the full 3D modeling workflow in limited time.
I spent 3 days testing out fonts and designing logos for the title screen and putting it together, did some quick buttons based on the card designs one of us did, and started the Itch.io page draft. I crunched the lose and win screen today by setting up the scene in blender with all my models in the lab and doing paintovers cause I really didn't feel like drawing from scratch today. So I basically got all the art done on my part :)
We got our first build done late last night, and it was mostly working! Had about a 10 hour call today with one of our coders to troubleshoot some interaction issues and adjust minor details. Our other coder finalized the UI, and one of our friends crushed the music and sfx for us in a day. Everything is pretty much done! Just a few more sfx, but that's it :)
We're currently getting a second build done and will get a final one done early tomorrow evening while I get our Itch page ready. We got less than 20 hours to submit, but we definitely got this!
20 Sec Game Jam: Day 11-18
12.01.2025
Okaaay days 11-18 have been slightly rough. I spent a whole day getting the boss model rigged, and it's a bit janky but works! All characters are now rigged! At this point, we were gonna have a little over a week left, but the organizer for the jam announced a week extension which I'm so grateful for!! I felt like I could've still been ok for the original deadline, but seeing now that I'm having issues with animations on top of remembering other assets that we still need to do, that extension was very much needed lol
On Friday, I had animations for the first robot practically done: idle (with the help of Mixamo), firing, and hit. HOWEVER, Blender doesn't automatically save your animation work unless you flag Fake User on each of them >:(( I found out yesterday that my hit animation got wiped, which could've been fine, but now I'm having issues with the process??? Keyframes were not cooperating, and posing bones on one frame would mess with the others, it was frustrating.
Another roadblock is how projectiles will be done since I guess it's primarily done in Unreal where you can target it, but that's something I'm gonna talk with my group about. I have simple bullet meshes, but this is gonna have to be the programmers' job :') I did solve the issue with the scene not missing some meshes and not moving; my export settings were wrong and I didn't parent all of meshes to an empty.
I haven't started on the animations for the turret and boss yet, but they will be next after I send the robot file to my group. Have to work on the start screen and page art, but that will have to be last and whenever we choose a title for the project. Ugghhh I have to lock in.
12:02AM Update: I locked in and finished up the animation for the turret :D
20 Sec Game Jam: Day 1-10
11.24.2025
I'm doing the 20 Second Game Jam with my cousin and his friend this year, and I wanted to share what I have done so far in ten days!
We decided to do a mech themed real-time strategy game where you're a scientist keeping your robots alive long enough to defeat the giant enemy. I'm using this jam to learn low poly modeling and animation, and so far I have the model for one robot and one boss, and the main scene. We spent days 1-3 brainstorming and doing mockups, then I spent a few more days practing low poly modeling using looooots of reference images for the first bot with the coat. I'm currently stuck on weight painting, so I gotta get that done soon. Texture painting is really fun and relaxing after I fight my way through uv unwrapping :')
I created a simple laboratory for the battleground, but there were some issues with exporting the door and keypad meshes over to Unreal. My next task is to continue weightpainting the first robot, fix the rig for the boss (cause for some reason the metarig does't wanna cooperate and I already applied scale and everything), and quickly work on the second robot. THEN I have to figure out their animations. I'm going for some simple attacks, stagger, stuff like that.
Also, I got an email back from a concept art role I applied to, and I got shortlisted :) idk if I'll hear more from them later but fingers crossed!
Art Blog #1
11.11.2025
Finally got my art page up on here! Treating this more like a test post, everything looks ok so far yay I got a good grid layout for all my images, but idk the best way to achieve a full image popup, so they're gonna be unclickable squares for now :')
Anyways, this is a recent WIP that takes so so much space on my poor laptop cause I was experimenting with a bunch of correctional layers and decided it was a good idea to also record a timelapses inside CSP :') I deleted it up to this point but it's still heavy on my setup. I really need to look into building a PC..