Development Info
Modeling
I tried multiple modeling workflows in Blender, ending up remodeling and refining the character multiple times to search for the most scalable system for having lot of characters, including changing some stuff (from T-pose to A-pose, hair and eyes method, etc.).
Animation
I also remade core animations (idle, walk, run, talk) and contextual animations (drive, etc.) with my custom rig/ armature in Blender. My goal was more than just polishing Charlotte's model: it was about creating a scalable animation workflow for easily making lot of animations in Blender ☺️.
Blender’s animation system is both complex and well crafted. I know they're planning to revamp the animation system too, for the Animation 2025 project, and I’m really looking forward to it. It might help me to improve my workflow. Only time will tell 😃.
Gameplay Scripting
To bring her to life inside Unreal Engine, I rebuilt her movement and combat systems multiple times using Blueprints. I leave C++ optimization for systems that will be battle-tested, possibly after releasing the demo.
I also tried to run multiple tests for the user interface and character clothes customization. My goal was to decide whether to use individual piece of clothes or full outfits. I ended up deciding full outfits, as making individual piece of clothes would be too complicated and not scalable enough from a technical standpoint. It will slow me down without benefits on the most important side of the game: its gameplay.