Rudra: a Tale of Time
Rudra: A Tale of Time is an action RPG inspired by Hindu epics. Unlock your chakras, use mantras, and battle Rakshasas to bring balance to the universe.
It is a game project being developed by students in the Entertainment Arts and Engineering Masters program at the University of Utah over the course of 2 semesters.
Current Phase - Released on Steam https://store.steampowered.com/app/2316820/Rudra_A_Tale_of_Time/
It is a game project being developed by students in the Entertainment Arts and Engineering Masters program at the University of Utah over the course of 2 semesters.
Current Phase - Released on Steam https://store.steampowered.com/app/2316820/Rudra_A_Tale_of_Time/
Animation Showcase
End Game In-Engine Cinematic
Final Trailer
My role on the Team
I worked on the combat design and the animations of this game. In addition to making GDDs for combat, I am the individual wearing the Motion-Capture suit and swinging the weapons. I then take the FBX files from mo-cap and retarget to our rig, clean them up, style them, and add root motion in Maya 2023 before uploading them to the project. In addition to that, I am also the cinematographer and editor for both the FInal Trailer and End-Game Cinematic.
All of the main character's abilities and attacks were both designed and animated by me.
All of the main character's abilities and attacks were both designed and animated by me.
This is the one of the raw data files from our motion-capture session.
There are issues with some joints jumping around, and some strange stutters. |
The in-game edited mo-cap data has been retargeted to our main character's new mesh and skeleton after I cleaned/ polished it in Maya.
1st step was retargeting the raw data onto the character @ 30fps 2nd step was moving the character's start to origin 3rd step was adding a root bone at the origin 4th step was taking Y transform data from hips and paste to root (Root Motion) 5th step was to edit all the major capture issues like flickering limbs 6th step was tackling some nuanced animation problems like weapon reach, swing archs, anticipation, and follow through 7th step was locking down the feet best as I can without there being a control rig or IK 8th step was exporting through Maya's Game Exporter to an FBX |