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Catalyst Wake - Update 19



Hello, it's been a while. That's because I spent about two weeks after the anniversary working on something else. But now I'm starting up the production engine on Catalyst Wake once again.


Now that the demo's out I can discuss spoilers for Mist, and of course, the demo revealed the name of the final sequel story.




Part 7, aka Masks, will be pretty challenging to make. But I think it's the most exciting part of the story, so I'm looking forward to working on it.


The mechora factory sequence was indeed the sequence that I spent ten days making 14 CGs a day to complete.


The factory was originally going to be in Part 4, but after revisions — which, in hindsight, weren't that great — the factory was cut and replaced with the deadzone scene. I'm not really sure why other than perhaps me not feeling up to modeling a factory back then (I wrote the script for Part 4 in 2013).


I changed the script to try to end the story at Part 4 by killing Arrdo, and simplified the cool fight because I didn't think I'd be able to animate it well. I needed to feel free to focus on other projects. "Ending" The Evolving World allowed me to do that. So, even though those revisions gave me a bunch of curveballs I had to work around when continuing the story in Catalyst Wake, I guess it worked out in the end. I managed to make the mechora factory fight happen, and bring back Arrdo (sort of) in Part 5.


Here's a link to the original script for Part 4, if you're curious.


The Evolving World, Part 4
.pdf
Download PDF • 8KB


This past week, I post-processed the last batch of around 50+ CGs I'd made, and set up shots for the final few CGs in that sequence. This week, I'll be focusing on setting up shots for the next sequence, which is probably going to be around 60 CGs. I've realized setting up the shots is the most difficult part, so I'd like to get that out of the way.


Until next time!


— LockedOn.

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