@ the hook
I agree, was going to play with the blocks, maybe light them red and blue. Originally I wanted an underworld feel, I always felt qbert was underground for some reason. But he is not popping like I wanted.
As for story telling, I can’t really think of how to enhance the story while staying true to the game. I wanted to create an area of immediate danger, heavy on the left side with characters, with the large portion of blocks on the right to balance and show a safe area that he is headed to. I was thinking of adding a coiled snake striking at him as well. I’m having trouble showing the movement without having mesh deform motion blur. Any ideas on that?
Plus I got side tracked with the latest test build, so we will see how much more I do on this. I’ve only really done one sitting on this for modelling, materials, etc… It is more like a weekend challenge project right now.