Rudra: a Tale of Time
Rudra: A Tale of Time," an action RPG inspired by Hindu epics. Join us on a journey to unlock chakras, wield mantras, and battle Rakshasas to restore cosmic harmony. Developed by students in the Entertainment Arts and Engineering Masters program at the University of Utah over two semesters, this captivating game merges ancient mythology with immersive gameplay. Experience a world where ancient wisdom meets cutting-edge game development. Welcome to Rudra.
Released on Steam https://store.steampowered.com/app/2316820/Rudra_A_Tale_of_Time/
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
Within this project, my role encompassed the vital aspects of combat design and animations. I took responsibility for crafting detailed Game Design Documents (GDDs) to ensure an engaging and seamless combat experience. To bring the game to life, I actively participated in the motion capture process, performing the movements while wearing the motion-capture suit and wielding the weapons. Leveraging my skills, I retargeted the captured data to our rig, refining and stylizing the animations in Maya 2023. Moreover, I took on additional roles as the cinematographer and editor, overseeing the creation of both the Final Trailer and the End-Game Cinematic, enriching the overall visual experience.
Throughout this project, my passion for combat design, animation, and storytelling allowed me to contribute valuable expertise to create a cohesive and immersive player experience. The combination of technical precision from our engineers and artistic vision from our artists brought the game's world to life.
Throughout this project, my passion for combat design, animation, and storytelling allowed me to contribute valuable expertise to create a cohesive and immersive player experience. The combination of technical precision from our engineers and artistic vision from our artists brought the game's world to life.
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
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