Website powered by

"Like Clockwork" character showcase

During my second game project at Future Games I was responsible the animations in the game as well as modeling the player character.
The game project lasted 4 weeks and I spent about 1 week on modeling the player character, 1 week on rigging and animating the player, and 1 week on rigging and animating the boss.

The boss of the game was modeled by my teammate Xander Jermide, while I rigged and animated it.

Turnaround of Player character

The players have an Idle animation, a looping run, a jump, and two unique actions. One player can swing a hammer, while the other can fire a projectile from their hand.

The rig used for the player character.

It was an interesting challenge to design the rig and model to mainly have joints that only move on one axis. Because of this I had to separate the elbows and wrists into two segments.

The rig used for the player character.

It was an interesting challenge to design the rig and model to mainly have joints that only move on one axis. Because of this I had to separate the elbows and wrists into two segments.

The boss at the end of the game. The main focus here was on to convey a feeling of uneasiness and unpredictability with the movements.

The rig for the boss.

This rig was a bit more complicated since it has more moving parts. The pistons on the backside of the upper arms were a bit tricky to line up correctly.
Overall this was a very fun model to rig and animate.

The rig for the boss.

This rig was a bit more complicated since it has more moving parts. The pistons on the backside of the upper arms were a bit tricky to line up correctly.
Overall this was a very fun model to rig and animate.

A render of the Player Character from Blender. 
I did not have any textures at this stage but created some simple materials to try out the amount of metallic parts versus painted parts.

A render of the Player Character from Blender.
I did not have any textures at this stage but created some simple materials to try out the amount of metallic parts versus painted parts.