[ART] Animations and FX

For past 2 weeks i ve focused on animations for hybrid and still left to do fx.

All skinned/rigged animated manually by me.

  • Hybrid animations (in order: attack, destruction-bomb, idle, knockback, switch heads)
  • Ressurection fx
  • FX under the player


  • FX Slash for Enemy (as we want to keep players to player only)
  • and since the fire i made for light enemies cannot be used in game because of the way its coded, i ve colored it and used it on few cauldrons


  • FX Beam – as was not sure, made multiple versions




[ART] Animations! and Loading screen

The past weeks I’ve worked on another big enemy, the ranged type. He is a variant of the big charger enemy I made before.

I also did some art for the loading screen and the blog, together with that I updated the blog a bit.

And last but not least I made a 2nd playable character! I might do a cloth simulation for the scarf and robe, if there is still time later on. But for now, this should do it!

[ART] More animations

With the help of mixamo I was able to get the animations for our ‘seige’ enemy in there. This enemy is slow, big and goes straight for the runestone. After the animation from mixamo I had to do a little adjustment to the skinning in 3dsMax.

I also made some tutorial windows, so the player knows what to do as the game progresses.

[ART] Level 00 and a hybrid is born

This week i ve brought our test level back to life with 3 gates and deco changes. In the beggining we plan to use only 2 spawns, and then start 3rd one for player to go real.

  • Level 00 aka Tutorial level back
  • Hybrid enemy mesh

A mesh for hybrid was done as well, we decided to go for the floating and rotating one to speed up/skip rigging, skinning, animation process as I am not as good as Tim. The materials for now are undecided.

Oh and “prettied up” the health pick up to pop out more with our already made assets from previous particles (Tims spiral energy, mine portal gate) and Yosha made floating animation for it. Had to make gif for it 😀


[ART] Animations & Level update

Updating level 1 was first one the list, making it feel more full and interesting to look at. Added the nice gates Dominika made last week did the job pretty well! Also added some more crystals and took away some particles.

After that was done I started rigging and animating the grunt enemy, it has a move and an attack animation. The rigging wasn’t that easy as I am not a character animator + it’s not a humanoid. But I think this’ll do it.

I also started rigging our second enemy already, but that one is a little harder.

[ART] Week11 Level2+Design enemy

This week i have been working on making Level2 fully workable and more ideal for mechanics implementation. So i made a new platform mesh (based on my old one) and discussed with team what will they like more.

  • Level 2 playable


  • Hybrid Enemy concepts on how it could work


As its hybrid we liked idea of either having crystals or multiple heads as switcher for the powers.



UI, character and level 1

During the last week I added some UI concerning the control page, making them fit our theme a bit.

Furthermore, I tweaked the grass a bit and took the particles off. The webGL build was lagging a bit, so we’re checking if it might be because of the amount of particles. I also edited the 2nd character a bit, made some parts double sided and trying to get it ready to add texture and animations.

[ART] Week10 Unwraps, textures, particles

This week I ve done unwrap for character and textures for both

  • Dark Player
  • Light Player


and their diffuse maps + emission maps, as the game is quite dark i had to take different aproach on light player with textures to make sure his white pop outs. Also as you see them often from top i made hair and tatoos pop out as you dont see other parts as much.



I ve also worked on

  • fire/firefly like particle to fit white enemy (instead of my black fog which didnt fit)
  • Portal/Universe like gate particle

The fire has kind of cartoony feeling which i  really like and the gate is rotating around y axis, it is not visible in the gif but after taking look at the map you will understand.



[ART] Level 1 filled up!

This week I focused on making the first level feel full and ready to play. So I used the meshes and prefabs we already made so far. But I felt that we were missing another small element that brought some life to the scene. So I thought that some small patches of grass could be nice, furthermore I made a shader that moves the vertexes around so that it feels like the grass is blowing in the wind.

Other than that I made our 2nd playable character and 2nd enemy (charger). At this moment they’re just having default shaders on them, but they will be somehow textured in the future.