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Dev Diary #2: Animating Seo-Yeon

[h3]My name is Janz. I’m the animation artist for Ground Zero and I want to talk about my process when animating Ground Zero’s main character, Seo-Yeon. [/h3]

In terms of the technical process, I first wait for the character design to be completed by the 3D artist. Then, when the model and textures are finished, I make a rig for the character. There are two rigs: one for animating with controls, drivers, and constraints; and the other one for the game, called “deform bones”. There’ll be some test movements before finishing the rigging process but, with the flow of our work, I’m able to quickly proceed to animate the idle or breathing animations. Then next will be the more complex animations such as the movement animations, pain and death animations, etc.



When it comes to animating each character, they all have their own differences in terms of their movements, their weight, and their combat, to ensure that they all move in a unique way. Animating Seo-Yeon started with very generic movements, then lead developer James and I discussed together how she should move based on her character and what she’d be doing in the game. When animating her, I got some inspiration from the anime Spy x Family, but not all of her movements were inspired by the anime.

https://store.steampowered.com/app/2340130/Ground_Zero/

The challenging part when it came to animating Seo-Yeon was having to learn how to animate full body characters, because I started my career in first person shooter type animations and realised that I hadn’t learnt how to create fully body character animations properly. But James believed in me, invested in me, and encouraged me to learn and to become a fully fledged animator. The other difficulty for me was exploring Blender on my own and taking a trial-and-error approach, since not all of the answers for the animation questions I had could be found on Google. It was fun though and I’ve learned a lot this way!

My favorite animation that I’ve done for Seo-Yeon so far is her stomp, which you can see in the clip below.



[h3]What aspects of Ground Zero would you like to know more about in future developer diaries?

Let us know in the comments 💬[/h3]




Check Out Our Latest Trailer!

[h3]A colossal undead maggot, a zombie T-Rex, a man with tentacles for a face…

These are just some of the delights you missed if you didn’t catch our brand new trailer premiere at the Future Games Show Summer Showcase.

If you weren’t able to check it out live during the event, you can still watch our new trailer now 👇[/h3]

[previewyoutube][/previewyoutube]

Ground Zero is a retro survival horror game where you’ll take on the role of Seo-Yeon, an elite Korean operative who has been tasked with investigating the meteor impact site in her homeland. Back up by her Canadian counterpart Evan, Seo-Yeon must make her way through the post-apocalyptic landscape, gather biological data on the mutated creatures that inhabit it, and piece together the mystery behind this anomalous event.

With fixed camera angles, optional tank controls, and artistic inspiration from survival horror classics, Ground Zero is a love letter to the horror genre.

https://store.steampowered.com/app/2340130/Ground_Zero/

[h3]Want to let us know what you thought of the new trailer and what you’re most excited about for Ground Zero?

Then head to our Discord or follow us on social media by clicking the buttons below 👇[/h3]




New Trailer Coming in the Future Games Show Summer Showcase!

[h3]Are you tired of tanning? Sick of the sunlight? Do you yearn for something a little spooky this summer?

Then we’ve got you covered!

We’ll be showcasing a brand new trailer for our retro survival horror Ground Zero, filled with never-before-seen in-game footage, as part of the Future Games Show Summer Showcase.[/h3]



[h3]If you want to get a first look at our brand new trailer, you’ll need to tune in LIVE at 16:00 ET (13:00 PT, 21:00 BST) on Saturday June 7th on either the Future Games Show YouTube channel or their Twitch channel.

We look forward to seeing you there![/h3]

https://store.steampowered.com/app/2340130/Ground_Zero/

[h3]Want to chat with fellow Ground Zero fans before or during the big event?

Then head to our Discord or follow us on social media by clicking the buttons below 👇[/h3]




Dev Diary #1: Recreating Taejongdae Beach & Gamcheon Village

[h3]My name is Sixten. I’m one of the artists working on Ground Zero.

I want to talk about the art in the first chapters in the game, which is set largely on Taejongdae Beach and in Gamcheon Village. [/h3]

The game takes place in South Korea and we try to keep true to the real world places we base our locations on. With that being said we sometimes have to take creative liberty and change some things in order for the game to play better. When we decide on a real world location we begin the process by gathering as many references as possible from that location and try to identify what characteristics that place might have. A good example is Gamcheon village which has really colorful houses and specific landmarks that are present in the real world location and in the game.



We usually build our levels to match the real world location as much as possible, before adding the horror elements on top.

The challenge is always to keep a balance between realism (recreating elements from the real world locations) and creative freedom. Sometimes we have to change things around in order to ensure smooth gameplay and clear visual identity and finding that balance can sometimes be a challenge.



The first chapters of the game are all set in the Gamcheon area. And we do a lot of work with lighting in order to tie them together with a cohesive color palette.

My personal favorite area in the first chapters of the game is Gamcheon village. It is one of the first areas we worked on as a team and I feel immense pride seeing it all together as someone who worked on the project way back when the game was just an empty world. We’ve put in a lot of effort into making the village represent the real world location by making a lot of assets of objects that can be found in real world locations such as the arch and the fish mural.

https://store.steampowered.com/app/2340130/Ground_Zero/

[h3]What aspects of Ground Zero would you like to know more about in future developer diaries?

Let us know in the comments 💬[/h3]







The Ground Zero x FEARZINE Giveaway

[h3]Do you crave more horror content? Are you always on the lookout for promising indie horror titles?

Then we've got a way you can support indie horror devs, read about the latest upcoming titles, AND potentially win a free copy of Ground Zero![/h3]



To celebrate Ground Zero's inclusion in the upcoming edition of FEARZINE, we're running a very special giveaway where 5 lucky winners will receive a free copy of Ground Zero on launch.

All you need to do to enter is follow the link here and complete the first activation called "Support the Latest Issue of FEARZINE". Once you've completed that activation, it will unlock other activations you can complete. The more activations you complete, the more likely you are to win!

Make sure you submit your entries before the giveaway ends on Wednesday May 14th.

Terms & Conditions apply.

https://store.steampowered.com/app/2340130/Ground_Zero/

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