Dev Log 1


Hello everyone, this is Austin Moore. I'm the project lead for Sensational, a 3D puzzle platformer being developed at CSU Chico. We are all excited to show what we'll be working on this semester, and we all intend on giving this game our all.

What is Sensational?

Sensational is a 3D puzzle platforming game, where you are on the hunt for mysterious artifacts within each level. But, these artifacts are not visible to the naked eye. So in order to seek them out, you must utilize masks that let you visualize your other senses and your trusty staff to search them out, and complete the puzzles that bring you to each of their hiding locations.

We have been hard at work at this game for two weeks so far, and here's our progress so far.

Movement and Core Gameplay:

As a 3D platformer, Sensational has a fundamental core focused on moving around a 3D space. And in order to do so, a solid amount of effort was put in to implement the actions the player can take in game. While they will be touched up, having the mechanics in this early provides a starting point to build the game around.

We have the mechanics for movement, jumping, swinging and what will be the echolocation ability implemented, as well as having the camera track the player. While it will require some fine tuning and balancing, having all the basic mechanics in this early will allow us to build around them in level and puzzle construction without issue.

In addition to the movement, we have begun work on the masks that the player will have. Here, we can see that when the mask is switched to the scene turns grayscale and previously invisible effects become visible. Once we get further along, these effects will be those tied to the sounds and scents the player will be able to visualize.

3D Modeling:

We are currently hard at work putting together a reference sheet of the desired artstyle of the game, so while that is being worked on our 3D modelers were creating simple assets for the first level and creating a base for the player model.  It was specified to not go too far, so that way we can avoid as much work recreation as we can. Our first level will be a castle with the fields around it, surrounded by walls that form the barrier of the level. So that is what we began working on.

From these, we will be able to adjust course and edit them to match the desired style quickly. And to go along with this, work has already begun on a texture for the castle itself based on where we're going. We have our visual inspirations in mind, and are already accounted for in the creation of the texture.

During the sprint, it took until the end to receive concept art for the player character to use as a base, but using what we have established about them we began work on creating the model for the player. We deliberately left the details simple, so that way once we got the concept art we could transition smoothly from this basic form into the more specific design of our protagonist.

Animation and Rigging:

While the character model is being worked on, we also began work on conceptualizing the animations the main character will have. This way, we would have a base to work off of once the model and rig are completed. And speaking of the rig, we began working on it this sprint and is coming along nicely. We established the height of the main character, and it is being worked on alongside the character modeler so that way they will sync up once either are completed.

While unfortunately the walking gif cannot fit on here, we have the concepts of both of these movements prepared and ready. So once the rig is complete, we can get to work on the proper creation of them.

Level Design:

In order to create the levels, we had to come to a decision. We either create the level around the puzzles, or create the puzzles around the level. After some deliberation, we came to the conclusion that creating the level around the puzzles would be the better answer. This would help the levels and puzzles flow together, as otherwise it might appear as if the level has the puzzles slapped onto them. To this end, we began by creating a brainstormed list of potential puzzles to fit into the game. And once we finish going through the list and determining which puzzles are worth implementing they will begin creating the levels with these puzzles in mind.

Concept Art:

To help supplement model creation, the first concept art requested was of the player character. Specifically, the general design, the standard mask and the staff. While the staff is still in progress, we have completed art of the basic mask and the player character. From here, we will work on creating the other mask designs and a proper reference sheet of the player character to make modeling them easier.


The basic mask was designed to be simple, but still visually distinct. There is less detail on it than the other masks will have, but this is to help make them each distinct.


Meanwhile, the player character was designed to be completely covered head to toe and androgynous. This is to help the aesthetic of the game, and to make the character a blank slate. This will help the player identify with them.

Overall, we got a lot of work done in these first weeks, and I am quite happy with our start. From here on we will continue our progress, and will do our best to maintain the same or greater pace.

Thank you for taking the time to check in on the development of Sensational! Our game is being done in 2 week sprints, so check in 2 weeks from now for the next dev log if you'd like! We hope you're interested in our game, and please look forward to where it goes from here.


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