Character Animations
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.
Animation Types
Tutorial Video
Signal To Noise Ship
Pixel Art David
Phone Slides
Flipnotes
Animation
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.
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.
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.
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).
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.