I changed the last room a bit on the moving platforms. I didn't want to make it feel like Frogger. The way it is now changes the pace, and it almost has a slight zig-zag towards the end. Next will be a small tunnel to a hallway, then to the boss.
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@agarcellano
I changed the last room a bit on the moving platforms. I didn't want to make it feel like Frogger. The way it is now changes the pace, and it almost has a slight zig-zag towards the end. Next will be a small tunnel to a hallway, then to the boss.

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I'm still working on this level. I added more moving platforms. The last one will be a set of moving platforms before reaching the boss. I might add some more enemies along the way.
It has come a long way, but it now has a release year, 2027! I was at inXile entertainment for 4+ years, from the start of 2022 until just last month.
The world we built is expansive. It adds more layers to it with time-bending and different outcomes. I already miss the team there. The latest trailer closed the show for the XBOX Game Showcase, before the Gears of War: E-Day Direct. It shows promise, and it means a lot. inXile has been around for years, and they're aiming high with Clockwork Revolution.
Another quick update on more moving platforms and some combat. I might have it wrap up to the boss in the end, which is more like a mini-boss that's in Unity's 3D Game Kit.
I've been out of the loop on what's going on with Gravastar. I remember making those character weapons years ago. It looks like the studio has a new update on the game, and it's up on Steam to wishlist it. I haven't heard from this game in a long time. I'm glad to see that it's back up.

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This felt better. It took me some time to understand how to set up those moving platforms. There's a box collider that needs to detect the player so it can stay on the platform as it moves. Without it, the player will stay in the same position when it leaves.
I didn't expect to get so picky on the timing of the moving platform. It took me a while to get it working. I only tested out one. The other ones might run a bit longer.
Some small progress entering the temple. I'm setting up the spot for the moving platforms. The layout I sketched out will have a few moving platforms, some more combat, and then the final boss. I think I'm eventually going to have to tinker with some scripting in Unity.
Here's another update on my WIP platformer level using Unity's 3D Game Kit. I did a paint pass on the terrain and added more foliage. I'm going to polish the space a bit more, then I'll continue to the next stage.
Adding terrain felt like a better option. I'm most likely going to convert the chunks that are visible into meshes, just so it can use the materials that are in the kit for the ground. This is a rough first pass. The kit only has a few interactables, but enough to give it a 90s 3D platformer vibe: moving platforms, opening doors, pressing on platforms.

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The 3D Game Kit in Unity is pretty neat. I'm a bit limited with the amount of prefabs it has for the large rocks and cliffs, but it's doable. I'll continue on with a proper blockout of the initial space that I have in mind. Also, the music is from Rayman 2 - The Woods of Light.
Partner Puzzles [Custom Levels in Game Building Garage] Stage 1, 2, and 3
This is the last set of screenshots of areas I worked on in Bloodlines 2. The Chinese Room and Sumo Digital kept parts of the previous version of the Jungle. I worked on an early version of the sewers, mainly one or two. There are two or more that are similar; they shuffled some of the props and some pipes around. The layout is just about the same. The last one was shared with other artists in the previous version. I worked on some parts of that space. They kept a good number of assets from the previous version. I know I worked on more, but I think, with what I've seen after my first playthrough of the game, it's enough to feel satisfied to see what stayed. I was on the project for about 1 year and 10 months. When I was let go sometime near the end of March 2019, I had to shift gears. I didn't have anything against Paradox. I moved on to work at other studios and on other games. I tried to avoid working on another RPG because of my time on Bloodlines 2, but I ended up taking another chance with inXile at the start of 2022. I've been at inXile for about 4 years. I wanted to experience what it's like working on an RPG again, this time with a team that focuses on just RPGs. At the same time, since Paradox announced in late 2023 that The Chinese Room was working on the game, I wanted to give them some support online. It was a bold project, and they managed to turn it into their own vision of the game, and again, it's finally out after all those years in development.
I worked on a small tunnel in the Jungle in the previous version of Bloodlines 2. The Chinese Room and Sumo Digital kept it, and it's still part of the Jungle. There are two tunnels in the game. I almost got confused about which one I worked on. I think they shuffled some parts of the parts, but kept the same structure of the tunnel.
I remember making the red furnace, the metal gate, and the angled hallway. I'm going to assume The Chinese Room and Sumo Digital refined the hallway and maybe some parts of the gate.

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I worked on a different version of the Weaver Tower, where you meet Prince Ryong. The tower had a different name back then. I remember working on the blockout stages of the lobby area, the upper floor hallway/room, and Prince Ryong's office. I recognize just the ceiling, side walls, and columns of that upper-floor room. The Chinese Room and Sumo Digital, of course, refined the whole space, polished it, and renamed the tower and even the Prince. I don't have any issues with that. I'm just happy to see that they kept some elements of what was there in the previous version.
I worked on an early version of Lou Graham's penthouse apartment above The Glacier Hotel. The layout and the structure are just about the same. The Chinese Room and Sumo Digital definitely refined it and changed the look of the interior. I recognized the stairs and the upper floor, and the adjoining room on the way to Lou Graham. This is too good a scene for me to claim it as a portfolio piece. It wouldn't feel right. The lighting, prop pass, and literally everything else must've been from The Chinese Room or Sumo Digital. They bumped it up a notch.