Art Team Devlog 8
Aaron’s Work:
The Lights needed to be adjusted for the Epic settings. It is all set now. Debris, rocks, buckets, bottles, jars, skulls, etc. have been added to the dungeon. These assets include the BPs for all throwables. I also changed the ceiling, which made it lighter. The entrance to the dungeon is a dark, unlit material, and the cube has no collision. I was wondering what the transition was to the levels, so I left the collision off. Let me know if I should reactivate it.
Dungeon - Debris, Lights, and Items
Aidan’s Work:
Added trees to the front entrance of the chapel. Added flickering effects to multiple torchlights, dust particles to the interior of the chapel, and light beams going through windows facing the front entrance. I also added a line of houses to the left side of the exterior of the map.
Christian’s Work:
I completed several managerial tasks this week. I completed the list of throwable items in the levels, as well as made a list of VFX that would be tied to blueprints. I also gave Luke the list of specific models to use for the throwable blueprints. Then, I had a meeting with Luke, June, and Bodie on Friday about the current state of the game and what will be required in the next few weeks, as well as what variations there will be for which levels. After that, I merged multiple pull requests and had a brief meeting with Elijah on Sunday evening.
Elian’s Work:
Created a Level2_Ver6 map that I have been working on for the past week. I finished adding walls and ceilings for my level, added a wooden flooring roof to the ceiling that fits well with the vibe of the level, and it is believable in this world. Made the pillars longer to reach the ceiling. Edited my lights to not be as intense on the level, and added some throwable objects throughout the level
Elijah’s Work:
Moved the lighting, ceilings, and windows from V4 to V6 and added small VFX to the chandeliers in the ballroom, and finished the walls for the ball, servants’, and throne room.
Proof:https://imgur.com/a/M9yzxMu
Jacklynn’s Work: Earlier this week, I finished the decoration work on the prince’s room, making it feel more lived in and like a room that’s actually in use by someone, and finished some more UI assets for carryable items for the HUD.
https://imgur.com/a/R6pxBEo https://imgur.com/gallery/princes-room-decorated-GcOh1LJ
Kyra’s Work:
Images: I created a separate level for a daylight setting (having both on one level was creating issues). I added bloom to the nighttime ppv and lens flare to the daylight ppv. I optimized the lights for performance. I created and added VFX fireflies, falling leaves, and butterflies. I added Luke’s fountain VFX to the fountain model.
Lu’s Work:
I duplicated all my work from V4 to V6. There are a bunch of different placements between these two maps; also, the design team added guards and some throwable BPs, therefore, it took me a long time to merge them all. Also fixed all overlapping floors and walls(Z-fighting). Also, I added more details and VFX.
Date the Prince
Infiltrate the castle, steal your lover, and escape silently
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