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Game Release

We are getting very close to the end of our development! The team would like to thank you if you've been following along with the...

Creating Cinematics

Hayden Skroch Many games that are out there have storylines. In those same games, in order to tell the story and get info to the players,...

Interactable Objects

Bryce Smrecek For Nekiri’s Tail I created the interactable objects that would be used for puzzles. The way that I went about creating the...

Creating the Environment and Level Design

Stone Allan I have been taking the lead on the environment for our game Nekiri’s Tail. Through group collaboration and meetings, we...

Controller UI

Collin Diekvoss When playing a game, the player wants to know what to do and when they can do it, and almost every game has button...

Skin Weighting the Damned

Laura Bultman I’ve been working on our antagonist the “Damned” since the beginning. I created the concept art off of a suggestion by...

Artificial Intelligence

Dylan Ascencio Nekiri’s Tail’s main mechanic involves avoiding the body-usurping Damned, which move around the level and attempt to chase...

Animating the Cat

Katheryne Galema I’ve been working on our main character, the cat (who was designed by our fantastic team member Aubrey), for many months...

UI and Particles

Nicholas Mills Every game needs a visual representation to communicate information to the player. In Nekiri’s Tail, we do this by...

Creating the "Baker's Son"

Aubrey Edinger In the game, players can walk around and interact with the world as either a cat, or as a human. The first humanoid...

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