3D isometric roguelike where the player is bound in the bottom of a subterranean tower in which they have to defeat enemies and utilize their unique abilities to escape.
The modular character setup allows the limbs and animations to be dynamically enabled based on which limbs the player possesses. There are over 50 animations that I animated to achieve the different attack styles. There's 16 different obtainable limbs, 2 from each enemy, all ranging in attack speed, range, and damage. This allows the player to create builds geared towards their play style.
The Scolopendra is the first level boss. The boss has three heads that signify the different attack and movement behavior. The wolf head signifies projectiles, the rhino head indicates a slam attack, and the croc head means its going to burrow and move around the room. The model, rig, and textures were done by my teammates and I handled the animations.
Motion capture was used for the duo bosses, the Wardens. These are biped characters use the main characters base model and rig and have been edited to match concept art and bone structure. I utilized Maya's character definition and animation layers to retarget and edit the motion capture.
Nicaros has 4 arms and is a fast melee attacker. The back two rhino arms were animated using keyframe on top of the edited motion capture. I wanted the character to feel heavy, so I gave them a more exaggerated slouch to compensate for the arms on their back.
Katayama's fighting style is a far range shooter. They have one giant claw that I animated on top of the mocap using animation layers. The movement animations are created using keyframes and the attacks are edited mocap. Since the character is small with one big claw, I focused on adding asymmetrical weight to demonstrate the burden that the claw is to carry.
I animated a 2D segment in the launch trailer to represent the game loop and mechanic in a new way. The Chimera is stuck in the tower until they beat the final boss 5 times, I wanted to represent that feeling of being stuck in a place by having the Chimera die immediately to the first boss that the player will encounter.
I also animated the death screen effects. The symbol is tied to the Chimera, it is the thing keeping them in the tower on the back of the Chimera until the player makes it to the true ending.