Brimstone Devlog 11 - Hunter


For my final devlog, I will be talking about my finishing touches on our final weeks and that was mostly touching up the animations to help out my team mate. During our last few weeks we got some feedback that our animations needed to be touched up and to help with the load of work and ensuring it would be completed in time, we decided to split the work in half and I take some of that on, more specifically, the walk and run animations. During the last week I worked on redoing the walk and run cycle to be more fluid and give the demon a better and more natural flow in his walk, while also being more expressive. 

As you can see in the timelapse video, you can see I was mostly focused on creating fluidity through every step with the arms and legs. We wanted to ensure that with every step the demon takes, you can feel the weight of him as well as the natural flow with his arms following along with his steps. I had to also work on the tail a bit with how much it swayed and the direction it goes in to again, feel more natural with how he walked. 

I was pretty proud with how the end result turned out, especially in the crunch time I was allotted. I am very interested in learning more about animations and practicing with them and I feel once I learn more about rigging this fall, I will have a better understanding and flow in my process from being able to complete the process on my own from start to finish. 


Files

The Brimstone 603 MB
59 days ago

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