Well the past few weeks have passed by us without an update, let us remedy that.

The level creation side of things has mainly been seeing polish work- Sean and I have been putting in plenty of work making Streets and Castle run even better in-engine, not to mention beautifying the particle effects, lighting, and other details. With that said, Runner and I have made a bit more progress on Bunker despite the limited hours to work on it, and Sean has put in a serious amount of work into Disco over the past week.

As for characters, character artist Alfred has been working with animator / programmer Alex on setting up a separate skeleton for the female characters, not to mention a third skeleton for robots.

What's next for us? Well, the coding team completed an engine update and are now focusing on the gameplay essentials like pickups and powerups; hopefully after levels, weapons, and other assets are polished, we'll be sharing some gameplay.

This past week has seen significant strides in progress for the team. It had culminated in a group meeting where we had put a lot of our work together into the latest build of the game and had searched for issues to fix. There were a few assets that had to be left out of the build for the time being, but should be available for internal playtesting within the next couple weeks.

Progress on art assets remains steady. Sean had performed polishing work on Compound and Castle, and the screenshots provided show a glimpse of said work. Alfred has also been picking up some of the animation work to help move things along on the character and weapon side of things. Bianca had also mentioned that she would really want to power through the Machine Wars robots from TimeSplitters Future Perfect, though I would imagine requests for certain robots could be taken into consideration. As for myself, I have been trimming down the list of geometry needed to be recreated on Bunker and Planet X; in addition, I am beginning polish work on Streets, a contribution to the weapons in the form of the double barrel shotgun, and something else to share down the road.

We also had a handful of community members apply for environment art positions on the team over the past couple weeks, and we have interviewed each and are testing their skillset; seeing their previous work, we are quite confident in their abilities and are looking forward to their results.

Lastly, freelance writer and community member Robert Zak had contacted us about conducting an interview to write a piece for Rock Paper Shotgun on what we have been up to. It's probably not breaking news for the community here, but we do hope that this article and our progress is a catalyst for the eventual tide of information that will be coming with the gameplay trailer. Here is the link for said article: https://www.rockpapershotgun.com/2016/06/06/timesplitters-rewind-pc/

This weekend, the team thought it would be kind to mention a progress report on our main priorities.
 
Bunker has been receiving quite a bit of work by fleshing out its geometry, adding props and the like. The texture work is far from complete, so we are only showing how it currently looks with lighting for the time being. Runner, one of our environment artists, has been putting in plenty of contributions to the list of objects we need to recreate for the map- his work can be seen in the picture with the numerous electrical panels and the metal stairwell. Expect to see many more props, overgrowth, and lighting adjustments down the road.
 
Alfred shared another character earlier this week. It looks grotesque and awesome, but I'll hold off on sharing said character until he feels it's the right time to share it in an awesome render for the public to see.
 
As for the coding team, they are drawing near completion of the weapons and AI systems. It's been a long haul, and there's still a ways to go still, but they're starting to see the light at the end of the tunnel (and it's a light they actually want to approach.) The coders are also preparing for an engine update, and from what Josh had mentioned, it should make the lives of level and weapons designers considerably easier; the tough part being that the engine update is a bit complex to complete.
 
Last but not least... Sean or Damianaid has something to announce. He's officially taking over design of a certain map that has been all three games in the series. Sean is taking the reins from another member named Sean that had been working on Chinese; "other Sean" had gone on hiatus a considerable amount of time ago, so it's appropriate that steps need to be taken to finish the level, and so he will probably be polishing geometry akin to what he has been doing with Compound and Castle.