Brimstone Devlog 2 (Alexis)


Hello, my name is Alexis Villagrez, here with the second devlog for our final project game, Brimstone.

I am the main animator for this project and will primarily be animating the main enemy for the game. This week we showed a proof of concept to show other teams a main mechanic and some models. Our team then received feedback, which we then discussed about what feedback we got, and noticed we got the same common critiques and sort out what was a priority and what is needed for our Alpha.

This week I focused on animating the enemy, mainly the walk and run cycle. Unfortunately the enemy was not ready so we decided to use a placeholder enemy with legs close to what Creature is making with our actual enemy. The main issue for me was the rig used for Mixamo was that lack of controls.  So I spend about an hour and a half placing controls to every part of the the rig.

After creating controls that I feel comfortable using, I began with making a walking cycle by having the rig slouch forward at the mid and upper body, in order to give it a large, hulking presence. After having the rig slouch, I moved on to the legs in order to determine the right speed. I began with at 32 frames at 30 fps, but felt the rig moves too quickly so I tied out different length and eventually decided on 44 frames. After having the legs move at a speed that a felt right, I moved on to the arms and the the head.


After finishing the walk cycle, I then made an animation for when the enemy goes from a walk to run.

During the running cycle, I had to determine what speed will work for it, and determine for it to last 34 frame at 30 fps. I had to also have the leg swing back a lot more to make it seem like the enemy is running while giving the arms more of a swing. A small detail is the difference between its hand while its walking and running, with the hand open while walking and closed while running.

When the actual model is ready, I will just transfer the animations already made to it and fix any issues that might come from doing that. I will also make animations for when the enemy is idle, attacking, and what ever is needed for this project. 

Next week is our Alpha and I hope to get great feedback in order to make this project even better.

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