Ghostly Apparitions – March Update


With the final deadline being the 5/5/17, and April likely to taken up by out of development tasks, I am using this month to get all the games current features and assets into a playable build, with a proper beginning and end. After getting the prop interactions implemented last month I am now adapting the action line AI made for the first milestone and fitting it into the demo scene, mostly be making new animations and setting up the individual scene events(e.g. Open door, get out of bed and so on).


My aim for the deadline is to have the AI move through the demo, while being able to be distracted by player actions while moving down one of the intended narrative paths planned for the final level, which can branch to at least two ending variations due to player actions.

As per usual I will continue to post the day to day updates on this on the Birdmask Studio twitter page, that I have been getting used to this past month.

Ghostly Apparitions – March Update

Dev Update: Things Unity Doesn’t Like

While developing Ghostly Apparitions, specifically my push of new features this last month, I have learnt a few things that Unity did not seem to like me doing. These are things that are limitations of the default engine that, while maybe on the higher end there may be solutions, for now I have had to find workarounds for these quirks of the engine.

These are good to examine and stress test now, in the early stages, so I can note these down as thing to consider when working on the final design of Ghostly Apparitions systems.

Rigidbodys and Non-Convex Colliders

Ghostly Apparitions is currently going down a very physics driven route for it’s gameplay. Apparently between Unity 4 to 5, non-convex rigidbodies using mesh colliders have been removed as an option, eliminating easy to make holes and gaps in physic objects.

A workaround is using multiple colliders per special object, from separate parts, to remake the whole shape with the gaps, hole and indents needed, however I can’t say how efficient this is. This means I may have to find some alternatives in the future for things like cupboards, draws, bins and even the gaps under chairs. For now I will lean towards less gaps and holes in my games movable props and simply see how far using multiple colliders can take me.

Animation and Simulation

When animation is applied to any bone on a object it nullifies any physics driven movement on any other bone in its hierarchy. From my research with IKs there may be a way around this but without a special fix if you want, as I did in my example, a rigidbody driven door with animatable handles, it is simpler to have the handles be a separate rig childed to the door.

With that in mind I will probably make a base rig for all handle like objects in my game with a interchangeable mesh, since I will have to separate them from the doors anyway this will save time on setup.

Humanoid Rig, Ik Handles and Scaling Animation

The character models in my game are made for cartoon like expression and movement and have multiple parts in their rigs for classic squash and stretch animation. In the future I want the post 2017 AIs in Ghostly Apparitions to use IK handles to interact directly with props in game.

However Unity’s humanoid rig, it’s only built in route to IK handles, cancels out all scale driven animation in the entire rig. Luckily using some of the community built alternatives for Ik handles don’t seem to have this same quirk, so with a bit of research my specific animation needs should be fine, however I will not be able to use unity’s built in system.

While not much hopefully this may be useful for anyone who is doing similar work on the unity engine, as development continues I will be sure to post the specific solutions for any particularly problems I have as work goes on.

Dev Update: Things Unity Doesn’t Like

BirdMask Studio And Ghostly Apparitions, Now On Social media!!


Hello all, a update post here to establish what Birdmask Studios is and what exactly it is we do.

Birdmask Studio is the name I am giving to my game development studio. My first project is a demo for a ghost themed, puzzle and slapstick game, called Ghostly Apparitions – for more information check out the other updates on this blog. As for who I am, i’m a Alumni of Farnham’s Computer games art course, I work mostly independently, starting off working with animation before tackling game development. Now, with Ghostly Apparitions, I hope to have my first publicly available demo ready for you to download and play in the summer of 2017.

In this blog i’ll be posting major updates and things about the various stages of production. I will also be posting some of the fun behind the scene goofs and animations that I do for fun, in the social media pages linked bellow.


Thank you to anyone reading this, if you want to keep updated on this project please follow/like Birdmask Studio on facebook and twitter. I hope you enjoy the blog, find the development interesting, and in a few months play demo.




BirdMask Studio And Ghostly Apparitions, Now On Social media!!

Ghostly Apparitions -Vertical Slice Character Model Comparison

GhostlyAppritions_FacebookBanner (3).png

Update from last time I have since finished the revised character model(shown above), along with Ghostly Apparitions 2nd prototype that shows of the basic AI to player interactions.

Copy of GhostlyApprationsCovers (1).png

I’ll be updating this more when i’m back from going in to Uni to hand in my Dissertation, for now I thought I would upload the revised splash screen image, to show the neat comparison between the original model design from 2013 of this character, and the new one made for Ghostly Apparitions style specifically.

Ghostly Apparitions -Vertical Slice Character Model Comparison

Stoic Sugar Cubes – Final Updates Before Hand In


With the hand in on the 19th, and two final weeks of solid production, the vertical slice for Stoic Sugar Cubes is now done. Below is a list the final updates that are not yet documented that were added to the project.

16th & 17th April – Final Updates:

Minor edits to Level select cameras movements

Description text added to level select

Fixed minor camera settings bugs

Added hints and commentary markers to levels

Added Splash Screen Image

Added Desktop Icon

Cleaned up Input magers

Made Level 1 and 2 assets Static

Cleaned project files

Deleted unused standard assets

Stoic Sugar Cubes – Final Updates Before Hand In

StoicSugarCubes – Meta update

What better way to show off the playerprefs than meta elements… I have too much time on my hands:


16 April Updates:

Made camera settings data saved between scenes and plays sessions with playerPrefs

Implemented Hint objects in scenes

Implemented Hint window

Implement Level Description to level select window

Added basic glow to animated text

Refined level 1 visual assets

Refined Level 2 hierarchy

Prefabed pause menus

Menu Sounds

Additional checkpoint and play sounds



StoicSugarCubes – Meta update