Firedrake Games
Riftwars: Week 2 - First Movement
Finding the building blocks - Asset Hunting!
Before refining anything, I needed something tangible to work with.
So I turned to the Unity Asset Store—not for final assets, but for placeholders.
Shapes, characters, environments that let me test ideas quickly without getting stuck in perfection.
This stage isn’t about polish.
It’s about removing friction.
Because a game that doesn’t exist yet doesn’t benefit from beautiful assets—it benefits from momentum.
The first character — The Mage
Every system needs a focal point.
For Riftwars, that starts with the Mage.
Not just as a class—but as the first lens through which the world is experienced.
Movement, presence, responsiveness—if these don’t feel right here, nothing else will.
So the focus wasn’t abilities or combat yet.
It was something more fundamental:
How does the character exist in the world?
From static to alive
Using Mixamo, I rigged and applied initial animations to the Mage.
Idle. Walking. Basic motion.
Nothing complex—but enough to answer an important question:
Does this feel like a character, or just a model sliding across a surface?
This was all done in a separate test environment.
Not the final world.
Not even the prologue.
Just a controlled space to experiment, break things, and iterate quickly.
Theres still more to do here to make this look and feel right!
Why this matters
It would be easy to rush into building levels, enemies, or combat systems.
But if the foundation isn’t right—if movement feels off, if the character lacks weight—everything built on top of it will inherit those problems.
So this week wasn’t about visible progress.
It was about validating the core.
NEXT STEPS
Turning movement into control.
From animation… to interaction.