Skip to main content

Dev Blog 5: Animation Reference Acting

By Dev Blog

Animation, server upgrades, new programmers on the team, and cleaning up code; it’s been a busy week at Project Ambitious.

We are excited to have three new programmers on the team: Chris, Santiago, and Iris. Each brings a different set of skills to the game. Development is already moving faster because of them, and its only going to get better.

Remember a few weeks ago when we rewrote a lot of code? We finished doing that, but there were bits and pieces of code still floating around that weren’t really doing anything. This week, we cleaned that up a bit so things don’t get confusing in the future.

We also finished upgrading to cloud based servers for our version control. Speeds have improved dramatically. We owe a special thank you to Iris for helping us with this transition.

Animation Reference Acting

I reached out to my friend, Douglas O’Hagan, for help creating some reference footage for character animation. We had a lot of fun and ended up with some great videos that will help create better looking animations. I look forward to recording more with Doug in the future.


You might notice in the gif above that Doug is left handed. Thanks to the wonders of inverted-copy-pasting in Blender, this is no obstacle! I can keyframe the animation as left-handed, and then flip it so the character is right-handed.

That’s all I’ve got for this week’s blog. We’re working on some new buildings to place in the maps, so I’ll try to get some screenshots of those for next week.

If you want to learn more about Project Ambitious and the game we’re working on, join our growing Discord community.

Silas Talley, Creative Director / Studio Manager

Dev Blog 4: Branching and Engine Upgrading

By Dev Blog

This week, we upgraded from Unreal Engine 4.18 to 4.19, which is both exciting and nerve-wracking. We’ll need to test everything to make sure nothing broke during the upgrade. However we do look forward to using the new tools that come with the update.

Similarly, we are far enough into development that we are starting to talk about branching the files into a stable release build. Previously, we have done all of our work in one branch. This means if we added a new experimental feature, everyone would get that feature immediately. With branching, we can experiment and add new features, while the release branch remains unchanged. Once the new code is tested thoroughly, we’ll merge everything into the release version, and our players will get a nice clean update to their game!

Speaking of player updates, we’re also looking into building a launcher client for the game, to handle updates. We did some research and prototyping, and the results look promising.

Concept Art

This week, we’re showing off concept art for an angelic statue that will find a place in the environment of one of our maps.

Concept art for a statue prop to be used in the environment art

Concept art for a statue prop to be used in the environment art

Gameplay Balancing

We’ve been adjusting the character movement speeds this week. The walking and sprinting speeds were artificially high. This made exploring the map easier, but makes firefights nearly impossible. We’ll be looking for more feedback on this in the future. If you’re interested in being a part of our Alpha test later this year, follow us on social media to be the among first to know!

Happy Easter,

Silas Talley, Creative Director / Studio Manager

Dev Blog 3: New Studio Logo

By Dev Blog

Updated Studio Logo

Project Ambitious got a new studio logo this week. We’re still working on making sure it looks right on all of our platforms. Please excuse our dust as our online presence is a little “under construction” at the moment.

Project Ambitious' new studio logo

Project Ambitious’ new studio logo


We did a lot of playtesting this week. After all the refactoring last week, it was important to make sure everything still worked. Not only did we refactor the weapon code, but we also changed several of the player control systems. I’m happy to say that almost everything is functioning properly.

Are you interested in being a playtester? We’ll be looking for gamers of all kinds later this year to push our game to the limits, so follow us on Twitter or Facebook to be the first to know.


Between playtesting sessions, I started to focus on character animations. The first animations I need to create are for walking and running. I’m starting by creating rough outlines, and making sure they blend together smoothly. Once I have a solid framework, I’ll start polishing each individual animation.


The concept art this week has largely been focused on the environments and non-humanoid characters. Overall, its a nice change of pace from the characters and weapons we’ve been sketching for the past few weeks. We did model a few new weapons though.

It's a bird, it's a plane, it's a...

It’s a bird, it’s a plane, it’s a…

One of the new weapons Kyle modeled this week

One of the new weapons Kyle modeled this week

Oh, and we’ve got a Discord server, where you can hang out with the team and talk about gaming, art, or whatever life questions you’re pondering.

Silas Talley, Creative Director / Studio Manager

Dev Blog 2: Join us on Discord

By Dev Blog

Who are we? We’re a team of artists, programmers, and gamers, and we’re making a video game! This blog is where we tell you what we did last week. We’ll be sharing concept art and keeping you updated on everything that’s going on.

Last week, I said the code for weapon customization was almost done. While that is still true, I showed some of the code to another game developer and he showed me a better method for what we are doing. This means we’ve had to refactor a lot of code, essentially rewriting it with better grammar. It doesn’t change any of the core system, but allows the system to grow more in the future. Its tedious work, but worth it in the end.

Meanwhile, John, our lead gameplay designer, is working on the weapon customization economy. He’s also balancing the stats for the weapons and all of their variations.


This week, the art team created some new character designs. In addition, they started animating the idle poses for our first character. Here’s a gif of Kyle drawing an early character design.

Kyle draws an early concept for a character

Kyle draws an early concept for a character

Finally, we’re almost done with the first set of models for the weapon customization system. There’s a lot more artwork to make, but a visual style is starting to emerge for the game.

Join us on Discord

Click here to join our Discord server. Its a fun way to interact with us and learn more about the game. Several of us stream on Twitch, so we’ve created a page to host all of our channels. Come watch and hang out with us, we’d love to meet you. Later this year, we’ll be looking for alpha testers for the game. Discord and Twitch will be the first places we’ll go to recruit alpha testers, so if you’re up to the challenge, we’ll know where to find you.

I need to go finish rewriting the weapon code. Follow us on Twitter and Facebook. You’ll see our latest posts if you do.

Silas Talley, Creative Director / Studio Manager

Dev Blog 1: New Faces

By Dev Blog

A lot has been happening at Project Ambitious. First, there are some new faces that we are very excited to have on the team. One of these is our new community manager. He’ll be introducing himself with a blog post soon. Also, as you may have noticed, our website got some renovations over the past few weeks.

Our new website design focuses on three things. First of all, this blog. We want to share some of the process that goes into creating games. And you’ll get a taste of what we’re making while watching it grow and develop into a finished product. Secondly, several of our developers stream on Twitch while they work on the game. We’ve made a page that hosts all of our streams, so no matter who is streaming, there’s just one page for you to visit! Its a great way to interact with us and get a behind-the-scenes look at game development. Finally, the website will have more information about who we are as a team and as individuals.

This week, we’ve been focusing on character modeling. Thanks to our new artist, Kyle, we’ve made significant progress towards defining the visual style of our game. We’re getting close to having screenshots to share with you in future posts.

Over in the code, we’ve squashed a few nasty multiplayer-network related bugs. Additionally, one of the core systems of our game, weapon customization, is nearing completion. We’re starting to create content for the system. This includes balancing the economy, deciding on stats, and visualizing the system with art assets. Its been great to watch everyone at the studio work together on this.

That’s all I’ve got for this update, but be sure to check back in a week for our next blog post. Follow us on Twitter and Facebook, and you’ll get notified of our new posts in your feed.

Silas Talley, Creative Director / Studio Manager