Dev Diary: Bystander in Unity 3.5
Its been a while since I have had time to work but here is an update. This is all WIP. I will be posting alot of WIP asset images in the next few days but all contents will be BACK POSTED according to when each portion was completed. I find it valuable for my own knowledge, despite only working nights on this project, what order each phase occurred and how long approximately each step took.
I have chosen Unity as my engine for Project Bystander. I cannot express enough how completely amazed I am how easy it is to use Unity. I think for rapid iteration game prototyping it is super user friendly for both artists and programmers not to mention a technical artist. I can’t wait to share knowledge at work from what I have learned about Unity.
As I am still at heart an Artist first and a Tech Artist second. I found the need on this project to force myself into a rapid iteration mentality. Too easily could I get consumed with iterating on the models, textures, normal maps, rigging, animation, physics, shaders, and not to mention ui design. In addition, since it is so fast to implement features in Unity 3.5, I found it very easy to get excited and go off on tangents not related to the scope of this character customizer.
As I have explained in previous posts, my goal is to get the core functionality and bare bones art in place before I do any polish.
As you can see below, I now have a full character animated tracking a light source. The target controller assigned to the light source will later be assigned to the game camera which will be used to focus on the full body or head similar to the posted Eve videos. Note: I’ll be trimming the compression off the beginning when I have time.
In the days to come, I will also be posting modified Unity tutorials I used to accomplish what I have here. From these posts you will learn how to import assets, apply animation, and setup the head look controller just like the above.



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