Personal project in Gameplay and Character Animation and game engine implementation using Unreal Engine, Animation Blueprint and State Machine for the first time. This project includes an animation set of idle, directional runs, jump sets, and an attack, all with the objective to seamlessly blend together using state machine to produce a smooth experience in gameplay and character movement. All animations are handkeyed in Maya, utilising Animation Layers allowed for quick iterations and a quick production process for creating the animation sets.
Learning outcomes include an improved understanding of of 3 C's of game design: character, control, and camera, in how the experience is for the player when it comes to controlling the character. Further discoveries include the thoughtprocess behind whether to include in-between animations for smoother blending in strafing and direction, or go for a simpler approach, based on your games style, genre, and what type of game it is.
Rigged character is provided by Kiel Figgins.
Modular Sci-Fi Indoor/Outdoor Environment Pack by JessyStorm @ https://www.fab.com/listings/9190e4a3-1f44-4715-a3a4-342846002b2c
Thruster and smokeVFX is made by my talented classmate and VFX artist, Eric Ivar Persson @ https://www.artstation.com/ericivarpersson
Gun VFX is made by my talented classmate and VFX artist, Antonia Mertes @https://www.artstation.com/toetoenia
Animation showcase and implementation demo inside Unreal Engine using Animation Blueprint and State Machine.
Idle
Run
Run Start
Run Stop
Turn Transition
Attack
Jump
Live preview of the state machine setup. Most transition states are activated using booleans based on the character's forward and up vector, as well as the character's acceleration.
A different version of the animation blueprint without start and stop animations as well as faster transitions between each animation, resulting in a more rapid response to player input and gives a more fast-paced action feel.