-
Notifications
You must be signed in to change notification settings - Fork 3
Main Character Animation Frames
Based on the following four-directional idle frames I designed (See Main Character Design#Directional Designs), animation frames were consequently created.
Designer: Amelia Rowhani
Final Character Design for Sprint 1
I started by designing the left and right side walking frames by sketching how the character's body would appear in each movement. This consisted of four frames for each direction, Default, Up, Contact and Passing, making the character look as though they were actually walking.
Figure 1: Initial Walking Sketches (Inspiration Reference: https://www.youtube.com/watch?v=7T6yOk5n-zk)
I then worked on implementing and designing these frames in Adobe Photoshop, with the final design outcome showcased below. This was then also utilised by the weapons team to add a weapon to the hands of these designed frames.
Figure 2: Left and Right Walking Animation and Frames
Design Document
- Story
- Music
-
Characters
- Main Character
- Bosses
-
Enemies
- Sprint 1: Final Design
-
Sprint 2: Elvish Boss
- Decision to make our boss a mage
- Design Inspiration: Staff Weapon
- Design decisions for boss
- Archery attack animation for minions
- Different types of minion elves and designs
- Melee attack animation
- Boss attack animation using sceptre
- Design Inspiration: Shooting fireballs
- Mage Boss attack method: fireball
- Sprint 3: Walk Animations and Design Amendments
- Sprint 4: Refining animations
- Map Design
- User + Play Testing
- Gameplay
- Art Style Design Guidelines
- Emotional Goals