Hello all, it’s Kevin Wu. I haven’t posted a blog update in…months. Mostly because I’ve been busy. Also because I didn’t really have much to post. But here’s a video.
This time, I’m moving way from the (bad) hard coded bullet pattern as seen in December 2017 to a more modular way of doing things.
This version, Version 2.0, or V1 for the “official” title, gets rid of the hard code and attempts at making a modular bullet hell pattern system for use in 3D. Well, mainly 3D; certain patterns like circles are usable in 2D levels, too.
As you can see, bullets are generated based on a pattern and an additional parameter called enchantment. An enchantment is merely the bullet’s second movement after it is emitted. Bullets use rigidbody physics to move.
Made with Unity 2017.3
With the introduction of Unity 2018 and the job system and ECS, I will make the switch to those, and this system will will probably increase in performance.
Hi all, it’s Kevin Wu :). I figured I had enough content to publish a demo reel with many of the animations I had done as of yet.
Here it is!
For some reason, I had the wanting to make a head rig. So I did that.
Made in Blender 2.79.
Hello, it’s Kevin Wu with another small update.
I put up some of my characters onto the Media and Games page, showing off the red and yellow characters. They use the same character rig.
On another note, I am learning Maya and Zbrush on my own ^_^. The workflow is slow, but I’m getting there slowly.
For a while, I’ve been working on a 3D Bullet Hell prototype.
It’s heavily inspired by Touhou Project and MinusT’s animations
I hope to fix many of the issues, such as depth perception and pacing.
I’m happy to announce that I finished creating my second animation with newer models, effects, and HD settings 🙂
You can see the video here:
Launch of site. Nothing really to post on here.
I’m working on another animation with newer 3d models, so that is exciting.
And this was my animation from CMPM26, where I use Blender 2.78b/c