The Animation Work

Being the sprite animator of the group I had to come up with varies animated movements depending upon what our team came up with on what our protagonist can do throughout the game. Creating the overall aesthetics of the game was a challenge that took a lot of revisions as well as some animations that had to be cut during the final development of the game.

Animation-Test

Run Cycle Version 1

Girl-Run-V2

Run Cycle Version 2

Version 1 of the running animation were an example of a movement implementation that had to be reworked. Version 1 had most of the running movement down, however, the lack of the legs bending during the run was ruining the display of showing true natural running motion. Creating version 2 helped address this.

There were other concepts that were developed but were later changed throughout the development of the game. One of them were the protagonist’s ability to form a shield that can also function as a projectile to hit enemies.

Dai-Shield-Animation-01

Shield/Projectile Animation

The concept of the shield came from our teams idea to have the protagonist be a protector for civilians from the enemies. It’s original purpose were to have the shield protect the protagonist as projectiles were targeted at her as well as other civilians. This idea was later reduced to having the shield move function as a projectile to take out the enemies.

Finally, there were concepts that were planned to be used in the game but were later never implemented due to the lack of finding any application that can use for that animation in the game. The back flip animation were a few of the animations that did not make the final cut of the game.

Girl-Flip-Jump-Animation

Back Flip Animation

The back flip movement was a great concept to work with for me and the team during the earlier development of the game. However, later during development after the overall mechanics of the game were slowly being put in place, our team later found out that putting the back flip movement would make the mechanics of the game unnecessarily more strict. For instance, it would lead to fixed character back movement trajectory while in the air as well as create big background stage revisions just to accommodate this movement rather than the simple air movement of the character that were already put in place. Because of this, the back flip movement was not implemented into the game.

The Animation Work

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