9.2 Blog Entry
|
I’m still getting used to this blog thing, so please bear with me! This is Stella Crawford from team Nazgul. I’m the lead artist for our project Burn Witch, Burn. This week I didn’t have as many things on my plate as previous weeks. The work I had to do feels like a rather comfortable amount so I don’t get overwhelmed. Anyway, what I chose to talk about is this simple idle animation for the first boss of our game, the Witch Hunter. It’s rather choppy and needs more frames and polish of course. I wanted to animate her cape and hair to be flowing in the wind but it doesn’t really look like that at all. Her pony tail mostly resembles the wagging tail of a dog and her cape looks way heavier than it should. I don’t have much experience with animating flowing things, or animation at all really, but think this could be presentable with some more work and lots of animation tutorials. Concept of the Witch Hunter In the design document, the Witch Hunter was a sort of Sherlock Holmes looking guy with a gun. We felt like his look didn’t really fit the time period so I was tasked to redesign the boss. I redesigned the original King boss into a Queen since we thought it would be cool to have some lady bad guys too. Oscar suggested we would keep the final boss as a King so I designed the Witch Hunter into a lady as a second option. In the end we went with both the Queen and the lady Witch hunter AND added a new king. The first boss fight signifies a turning point for the main character Gillis. Up to this point Gillis has been weak and only barely made it from the city to the forest where she seeks refuge. But little did she know the Witch Hunter had been following her all the way. |

