Head 2 Head Trivia
Contributors
Stephan Church - Animation
Timeframe
Mar 2023 - Dec 2023
Programs
Animate | Illustrator
Character Animations
Each Character is designed to have a looping idle animation during gameplay. Each piece is made using vector art through illustrator.

As of this time, some of the characters have not been animated in game. This is not a result of animation delays but rather the current contract agreement.
infographic art
infographic art
infographic art
infographic art
Animation Types
Each character has three animations, idle, correct, and incorrect. The latter two animations play after a player answers a question. Due to the fast paced nature of the game, these animations must be instant.
infographic art
infographic art
infographic art
Tutorial Video
I was hired to make a intro animation to go with the narrator's tutorial on a tight deadline. For the sake of time, I went with a series of png images that could be animated in Unity using the tools avaialble within that program.
Solanimus
Contributors
Stephan Church - Animation
Timeframe
Dec 2023
Programs
After Effects | Animate | Illustrator
Signal To Noise Ship
The Signal to Noise ship animation utilizes rotoscoping techniques through a model derived from blender. The images were superimposed with coloring and additional visual effects to create the result.
Pixel Art David
I used rotoscoping to wireframe the animation. After restricting the colorscheme to a limited pallette, I painted the piece in pixel art over the wireframe.
To streamline the animation process, I utilized techniques such as 'Squash & Stretch' and 'Follow Through' to minimize the amount of necessary frames while keeping the animation fluid.
EmStory
Contributors
Stephan Church - Animation
Timeframe
July 2023
Programs
Animate | Blender | Illustrator
Phone Slides
The animation to the left cycles through various screens to showcase the app in action. Because the animation was made prior to the app redesign release, I used beta images with the intention to switch to real photos once they became available.
Flipnotes
For the first release of the site, I created two flipnote animation sets that do not loop. I utilized javascript to create the animation on demand. The animation shown below is made up of four different animations. On the site, the animation would play in reverse when users select the back button.
 
Bethel City Church
Contributors
Stephan Church - Animation
Timeframe
April 2022
Programs
Animate | Illustrator
Animation
An animation was created for the logo for Bethel City. This animation aims to create the sense of a rising flame into a roar from the lion. Gifs, movs, and mp4s were delivered to Bethel City Church for their use.
black lion animation
white lion animation
Living Planet
Contributors
Stephan Church - Animation
Timeframe
Dec 2014 - Jun 2019
Programs
Animate | Illustrator
Introduction

For the protagonist, the animations had to be smooth and feel right for play. The animations have little start up lag (using presumed wind up) and quick follow through to create a sense of control and fluidity.

For the movement I used different running animations to show when the protagonist is picking up speed.

Walk Level 1

Run

Full Sprint

 

I went through three version of the kick. the first animation has too much anticipation and not enough range. For the second, it felt right and conveyed more character but it didn't fit in a gameplay setting. Ultimately, I went with the third kick as it conveyed character, had no anticipation lag and was versatile.

Version 1

Version 2

Final Version

Enemy Animations

For enemy animations, I created readable anticipation for an attack or patterns to the attack. Here I have three enemies from different worlds using attacks that follow different tells.

 
Testimony
Contributors
Stephan Church - Animation
Timeframe
Jan 2021 - April 2021
Programs
Animate | Illustrator
Character Animation

I mirrored my animation style for Living Planet to put the focus of my studies into learning C#. Most animations took anywhere from 2-7 hours based on the complexity of the animation

Battle Animation

To help juxtapose the difference between the chat and battle states of the game, I created animations specific for battle (including a transition animation into the battle state).

Transition

Battle Idle

Battle Run

Enemy Animations

I only had time to work on one enemy so I decided to focus on building a boss encounter. I generalized the animations so that the scripting could be malleable.

Attack 1

Attack 2

Transformation