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The Blacksmith and Her Forge

The Blacksmith and Her Forge

After publishing the Steam page, I’ve switched to working on a Demo for the AdventureX conference. I already have the more-or-less complete write-up for it, so now I need to implement all the required characters and scenes.

I decided to start from the Blacksmith because I had quite a clear vision of the character and environment. Oh, and small side note before we start: wishlists quietly crossed 50 last week. Tiny in Steam terms, I know - but still a nice little milestone. Thank you!

The Blacksmith

It all started from scratch - a few scribbles, a lot of erasing.

Blacksmith Sketch

I wanted someone strong, powerful, and obviously hammer-for-a-living - broad shoulders, heavy boots, a proper tool belt. And since this is a zombies village, she's a zombie too - just a bit more muscle and a bit less decay than the others.

It looked quite promising, so I proceeded and got the concept version:

Blacksmith Concept

Green skin, silver ponytail, leather apron, a red-hot piece of iron in the tongs. I was pretty happy with how she turned out.

The animation detour

And here I ran into some trouble with the animation. This is a fairly minor character, so I didn’t want to spend too much time on its animation. But the pose I originally picked - an almost frontal one - required quite a lot of extra intermediate keyframes with a different layout.

Blacksmith Frontal

The thing is, using such a viewpoint requires making her hand sometimes behind the body, and at the "smash" point, in front of it. And the visible part of the hammer is changing a lot.

After some experiments, I decided to change the position and use 3/4, to keep her hand always behind the body.

Blacksmith 3/4

And the trick worked! Of course, a lot more animations and poses are still ahead, but the idle is ready.

The Forge

In parallel with the character, I started blocking out her forge - the scene where the player will actually meet her in the demo.

The first pass was very drafty - almost pure line-art, with the character dropped in just to check scale and composition:

Forge Sketch

The goal at this stage is not to make it look pretty - it’s to plan items’ placement and leave enough space for character navigation. Boring but necessary stuff - I already learned once that pretty mockups aren’t the same as playable scenes.

A couple of days later, with colors roughed in and the background filled out, it started to feel like a real place:

Step by step, the forge becomes a real scene. Of course, a ton of details are still ahead, but the skeleton is there and it’s navigable.

What’s Next

  1. Finish the Blacksmith’s remaining animations - resting, talking, a couple of reactions
  2. Polish the forge scene - from coloured sketch to shippable art, plus hotspots and navigation
  3. Move on to the next villager - I won’t spoil who, but the write-up has them ready
  4. Keep AdventureX in sight - that’s the deadline driving all of this

Thank you for being with me, and stay tuned!

Wishlist Sly Crow on Steam

This post is licensed under CC BY 4.0 by the author.