Gameplay
Fluidity and dynamic interactions have always been core focuses for Naginami and the Crimson Thread. Each thread interaction is uses dynamic vector calculations, precisely adapting based on the player's position relative to both creatures and the surrounding environment.
Rigging and Animation
I handle all animation and rigging personally for Naginami and the Crimson Thread. The game utilizes Spine by Esoteric Software for managing all rigging and animation processes.
Art
My primary focus for Naginami and the Crimson Thread is environment art, specializing in distant backgrounds, terrain design, and select foliage elements.
I've developed an environment and lighting system that dynamically adapts to meet the evolving needs of the game.
Some major set pieces such as checkpoints, gates, and crystals are made by me.
Naginami and the Crimson Thread requires detailed and varied foliage, so I've developed a custom foliage tool that automatically populates terrain surfaces—all at the click of a button.