As part of the Masters in Entertainment Arts and Engineering program at the University of Utah, our team was assigned the exciting task of developing an alternative controller accompanied by a game. We united around the concept of a lighthearted party game that encourages silliness. Our alternative controller took the form of wearable hats equipped with motion sensors that detect players' head tilts, translating them into movements of their in-game Gnome. To score points, players must maneuver their Gnome under falling hats and return them to the center.
Within the team, my primary role centered around animation and rigging for all the moving 3D assets. While I provided assistance in other areas, my focus was on breathing life into the characters through animation. The majority of my work revolved around four main assets.
The first significant asset I animated was the Seal with a saddle. In the Ice level, we needed a seal that would swim until a Gnome approached and could ride it. I meticulously rigged the 3D model using Maya 2023 and brought it to life through animation. Dealing with the unique natural stance of a seal proved to be the most challenging aspect, requiring careful setup of the skeleton and weight paints. The seal showcases a range of movements, including walking, swimming, and perching on a ledge before giving an enthusiastic clap.
Being part of this project has been a rewarding experience, allowing me to contribute as the sole animator and rigger for the moving assets. The fusion of alternative controllers and a whimsical game concept has resulted in an enjoyable and entertaining experience. I am proud of the work our team has accomplished, and I am excited to share this lighthearted adventure with others.
Within the team, my primary role centered around animation and rigging for all the moving 3D assets. While I provided assistance in other areas, my focus was on breathing life into the characters through animation. The majority of my work revolved around four main assets.
The first significant asset I animated was the Seal with a saddle. In the Ice level, we needed a seal that would swim until a Gnome approached and could ride it. I meticulously rigged the 3D model using Maya 2023 and brought it to life through animation. Dealing with the unique natural stance of a seal proved to be the most challenging aspect, requiring careful setup of the skeleton and weight paints. The seal showcases a range of movements, including walking, swimming, and perching on a ledge before giving an enthusiastic clap.
Being part of this project has been a rewarding experience, allowing me to contribute as the sole animator and rigger for the moving assets. The fusion of alternative controllers and a whimsical game concept has resulted in an enjoyable and entertaining experience. I am proud of the work our team has accomplished, and I am excited to share this lighthearted adventure with others.
Another key asset I worked on was animating the playable Gnomes themselves. We added a bobble feature to inject personality into the Gnomes, setting the tone for the game's overall mood. Bringing these Gnomes to life was an enjoyable task, accomplished using the Unity animator tool.
The third asset I tackled was animating the log obstacle in the forest level. The logs needed an animation to signal players that they were about to roll towards them. Using the Unity animator, I animated the top log on the pile to jump three times, followed by a few full rotations in the opposite direction, creating the sense of building momentum. Finally, I released the logs, sending them rolling towards the players. This animation effectively conveyed the imminent danger posed by the logs.
Lastly, I worked on animating the fourth main asset, which was a Mushroom Man power-up that scurries away from the player. This Mushroom Man had two key animations: a falling-from-the-air assembling animation and a run cycle animation. Both of these animations were created using the Unity animator, giving the Mushroom Man a lively and playful presence within the game.