Player attack with an initial swing on first input, and follow-up swing on a second input.
These two parts were separated into clips that could chain from repeated button presses
Final, in-game iteration of the player walkcycle
Final animation used for an end-game confrontation
This past June, my team and I finished our 21 week project to develop a demo of an isometric, color restoration puzzle game called "Faded Grove". Together, the 10 of us were able to produce something I believe we all could be proud of.
It has been released and available to play at:
https://aieseattle.itch.io/fadedgrove
My contributions during much of production involved rigging and animating a few characters. Of that, a majority of my time was spent animating the player character, Agatha. For this character specifically, I produced 15 different animations. On average I could afford up to 1 to 2 hours on any given animation, and these 3 animations were some of the few that received a second pass beyond prototype.
Audrey Meyer provided me the rig I used for these pieces. Audrey also enabled cloth simulation and hair physics in Unity which prevented most of any of the clipping issues in game.
https://www.artstation.com/ochopika
Erika Amos concepted, modeled, and textured Agatha from start to finish. This included an initial block out model that I could use during Alpha for prototyping.
https://www.artstation.com/erikaamos