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About Blood Relevant

Blood Relevant is a game project that I have been independently working on for about a year now. It is my take on how animation should reinforce the feelings of the player. Speeding up, slowing down, taking a minute to rest, every action confined to the context of a given game should allow the player to express themselves. That was the main goal with this project. There are very few games dedicated entirely to movement, and even fewer in 3rd person, so I thought this would be a fitting way to kick off my portfolio. 

As time goes on I plan to continue to work on this game and add things like fleshed-out combat, cinematics and other characters. As I was crammed to get the animation and movement systems working to the best of my ability, goals like the story and gameplay loop got tossed under the rug.


About the Main Character

The main character was a concept I drew for fun a while back. I liked the idea of having a character that’s extremely fast but incredibly brittle, both from a gameplay standpoint and visually. As I went through Thinktank and steadily improved at rigging, zbrush and animation I was slowly able to bring him to life! As updates go forward I’ll definitely make sure that the story is told more appropriately for what I originally envisioned.

In my spare time at Thinktank Training Centre, I implemented the initial 3D design, attempting to follow a pipeline I made where I had a week to sculpt, retopo and rig the character and another week to rig and implement. Looking back, at the design to today it pales in comparison.


Environments

There was a very specific dark and cold look I wanted for the world Ark ran around in and I ended up spending more time than I would’ve liked to achieve it. The hardest thing was the intro, the beach you start the game on. 

I wanted a big open view to start the game, and for most of the levels to feel bigger than they actually are. My biggest problem was always scale. Ark can move very VERY fast, and that made it hard to keep detailed environments performant without issue. I’m very glad that I used Gaea for most of the open areas, as once I was able to conform it properly, it was quite easy to achieve the vision. 

Things like better looking terrain, and better level layouts is something I wish to achieve in the next release.