Temper — Gilt's creature, level 6: archive

1 generations

Pass 5 · 2026-10-09

Pass 5: proof plates for the crayon, the form, the eyes, the wings and the barrel roll

Authored by eye. Open: the grounded clips (with the owner), the eye at gameplay distance, the wing's zigzag fork.

Temper — Gilt's creature, level 6 - Crayon strokes on the silver, the wings and the legs in the cruise, at 2x; the gold stays clean
Crayon strokes on the silver, the wings and the legs in the cruise, at 2x; the gold stays clean
Temper — Gilt's creature, level 6 - Form, pass 4 beside pass 5 through the same four cameras: crest, spike, saddle, legs, neck
Form, pass 4 beside pass 5 through the same four cameras: crest, spike, saddle, legs, neck
Temper — Gilt's creature, level 6 - Eyes before and after: an eyeball in a higher socket; at gameplay distance it is still a thin slit (open)
Eyes before and after: an eyeball in a higher socket; at gameplay distance it is still a thin slit (open)
Temper — Gilt's creature, level 6 - Our wing beside the concept sheet's: a dark frame and struts holding a pale blue membrane; the zigzag fork is open
Our wing beside the concept sheet's: a dark frame and struts holding a pale blue membrane; the zigzag fork is open
Temper — Gilt's creature, level 6 - The barrel roll, every frame, before and after: wind-up, fast snap with afterimage fans, catch
The barrel roll, every frame, before and after: wind-up, fast snap with afterimage fans, catch

Pass 4: one proof plate per owner row, our render beside the concept scan at a matched angle

Authored by eye against sheet 1 (the hero sheet). Known differences still open: the hero's legs sit lower and longer with longer sweeping feet, its wings are blue where ours are grey-white, and its tail is khaki and curls further forward.

Temper — Gilt's creature, level 6 - Row 5: the slender neck slots into the 3D arrowhead head
Row 5: the slender neck slots into the 3D arrowhead head
Temper — Gilt's creature, level 6 - Row 4: a sleek arrow, not a car
Row 4: a sleek arrow, not a car
Temper — Gilt's creature, level 6 - Row 1: the gold head plate, a slab with a notched end
Row 1: the gold head plate, a slab with a notched end
Temper — Gilt's creature, level 6 - Row 2: the silver sheen under gameplay light and neutral light
Row 2: the silver sheen under gameplay light and neutral light
Temper — Gilt's creature, level 6 - Row 3: legs, feet and wings against sheet 1 at matched poses
Row 3: legs, feet and wings against sheet 1 at matched poses
The cruise: a drive-and-coast phrase of fast beats that never stops (about 7.5 beats a second), one swept afterimage fan behind each wing; pass 5 adds a tail flick and a glance to one side in every loop
Holding place, nose up, every wing at its own fast beat, without the afterimage (the owner: the hover is right as it is)
No plain glide for an insect: a shallow, fast beat between the cruise phrases, with the afterimage fans
Straining: nose 25 degrees up, all four wings at full amplitude, the tail streaming down
Wings half back, nose down, with two check beats on the way down and the afterimage fans
Low clearance: the wings swept back to a dart, legs and tail pressed flat; no afterimage
The water skim: low and level, the legs trailing, the pincer flicking down every 12 keys, the rear pair beating shallow

Filmed 12 m up: the look tool has no water; the flick is the clip's own.

The cruise under the flight model's 35 degree bank (the look tool's --bank, built exactly as the mount's presentation builds it)
The cruise from under (camera pitch -35): the blue metal belly and the wing membranes against the sky
The cruise from over (the top-view sheet's camera): the X of the wings, the chain from collar to pincer
The hard bank: the inner wings fold back, the outer pair beats deep, the tail whips out of the turn; brows knit, flanges flare
One deep downstroke with all four wings together (the only time they share a phase), a lunge, then the whir at double rate
Nose past 40 degrees, the wings beat out of phase and miss, the tail flails, the body drops a metre; it noses over and the whir catches
Out of the dive: the wings snap open and beat deep, the nose comes up, the tail swings under
The evade roll (pass 5): a small wind-up against the turn, then the full circle snapped in about a third of a second with the wing fans trailing as afterimages, an overshoot and the catch
The sentinel at rest: wings swept back, the legs planted in their zig-zags, the tail arced over the back; a slow pupil scan, one brow lifts and holds, the flanges ripple once

Leg tips press 30 mm into the ground (declared, probed); the pincer is airborne.

A crouch on the legs, the wings unfold from swept back to the X, a leap and the whir starts; the legs fold up last
The nose comes up, the whir slows to visible beats, the legs reach down BEFORE the body stops, the touch, a settle, the wings sweep back
No crouch: it tips forward off the edge, drops, and the wings catch mid-fall

Filmed 3 m up, as from a ledge.

The legs bend and the collar dips to the ground so the rider can climb on, the wings sweep out of the way; one brow up; it rises again (played reversed for the dismount)
Wings out of time, the legs reach late, a hard touch with a declared belly press, a skid with the tail dragging, the wings fall open; it shakes its head
Twenty seconds in the Studio's own gameplay chain: the stand-in rider walks to the perch, boards, and flies it -- climb, barrel roll, hard bank, loop, a cast, a U-turn, a boost

Rendered by the game (upheaval-fl1-shot, flight_u04 scenario, noon sky), 30 frames a second from the chase camera. The mount poses from the flight model; it does not choose clips yet (open engine item E1).

The stand-in rider seated in the saddle through the cruise
The stand-in rider stays seated in the saddle through the full barrel roll
The stand-in rider in the saddle on the perch
The talk phrase head-on: intent, curious (a cock, the pupils sweep), threat (brows knit, the mouth crescent, flanges flare), smug (one brow), intent
The talk phrase from the three-quarter, re-framed so the near forewing no longer hides the face: the eye strips in the upper flutes, the gold band, the crest pike
The talk phrase at 1080p
The heavy attack: the tail curls up and over the back, the body dips and the flanges flare, then the strike past the nose (reach 5.2 m, the gameplay reach), hold, recover
The ordinary attack, with the whole body (pass 5): the beat dies, the wings rake up and back, it snaps forward nose-down as the wings clap and the tail lashes, the nose rebounds, the beat returns
The big reaction: the body is knocked back and rolls, the wings stutter, the beak gapes (see the hits from every side below)
The small reaction, from the front (see every side below)
A scrape off a wall: the near wings fold in on contact, the body kicks away, a wobble roll
Killed in the air: the fall starts at once, the wings go limp, the tail trails, and it rolls belly-up as it drops
From the perch the legs give, the body drops, the wings fall open flat; the tail uncurls and thumps the dirt

Declared contact: the tail tip presses 32 mm and holds; the belly lies 43 mm in.

The big reaction to a blow from the right
The big reaction to a blow from behind
The big reaction to a blow from the left
The big reaction to a blow from above
The big reaction to a blow from below
The small reaction to a blow from the right
The small reaction to a blow from behind
The small reaction to a blow from the left
The small reaction to a blow from above
The small reaction to a blow from below
The perch beside Orlequin, for scale: ten metres from the nose to the tail root, with the tail on top
One camera turn round the perch
One camera turn round the hover
The hover at night: the mithril under moonlight
The night orbit at 1080p
The cruise at 1080p
The hover at 1080p

The sheet questions, now answered by the owner (2026-10-08): see the summary above

Each plate: the concept sheet (left), what pass 1 BUILT (option A, right), and the options in words. Pass 1 built only the defaults; the alternatives are not modelled yet, except A4-B, which the glide's X shows. Answer by id (A1 B, A7 A, ...).

Temper — Gilt's creature, level 6 - A1 collar bar
A1 collar bar
Temper — Gilt's creature, level 6 - A2 plate ridges
A2 plate ridges
Temper — Gilt's creature, level 6 - A3 chin spike
A3 chin spike
Temper — Gilt's creature, level 6 - A4 wings at rest
A4 wings at rest
Temper — Gilt's creature, level 6 - A5 middle-leg stroke
A5 middle-leg stroke
Temper — Gilt's creature, level 6 - A6 tail-base blades
A6 tail-base blades
Temper — Gilt's creature, level 6 - A7 length
A7 length
Temper — Gilt's creature, level 6 - A8 head plate
A8 head plate