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DIBS GAMEPLAY

Here is a showcase of the animation attacks used in the Boss fight, one thing you may notice is that his feet don't move, not counting the landing animation, the reason why is due to how we planned the boss fight. How you combat the boss is by strafing around the boss while sending in attacks, we decided that only his top half will follow the character during the fight so that we could apply different animations to the bottom half independent of the top half's motions.

CHARACTER ANIMATIONS

BOSS "THUMPER"

A small cutscene of what the Boss looks like in game, I was the one who modeled and rigged the boss. In the cutscene it starts off with the Boss taunting the player once they enter the Boss' arena. The animation starts off with the Boss taunting the player by pointing at them and taking that finger and sliding across their neck, then laughing about it.

Boss Cutscene Animation

Another animation for a cutscene near the beginning of the first level. This time when the player is moving along in the level, the camera pans up to reveal the boss near the top of a cliff. At which point the boss shouts at the player then slams their fist's into the ground which raises a crystal wall, preventing the player from progressing before destroying all the enemies in the area.

ROCK MINION

When creating the rock minion animations I went for a more cartooney approach with lots of  squash and stretch techniques. The reason why was because in game the Rock Minion is rather small so to get his animations across to the player I exaggerated them, mainly using squash and stretch.

The way the Turtle Enemy works is that it lumbers slowly at you waiting for the moment its close enough to attack the player. Its attack is it standing on its hind legs to preempt it belly flopping on the character, causing damage. The Turtle is completely invulnerable when its walking towards you. The only weak point is when it is on its back, which the player can achieve by hitting the underside of the Turtle when its stands, which will send it flying onto its back, open for attack.

 

It was fun animating these actions as they allowed me to practice on more complicated models. With these animations I also got to practice with dealing with the weight of the creature, making sure it felt like a real thud once it hits the ground. 

DIBS

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Pressure Cooked Games

DIBS

DEMOCRATIC

INTERVENTION

BEYOND

SOL

DIBS is a top down, cooperative, twin stick shooter, where two players control different parts of the same battle vehicle. Mainly one controls the movement of the ship and the other controls the artillery of the ship, with overlapping roles for more of a cooperative feel. You must face off against multiple types of rock/crystal based enemies, some having specific ways of dealing with them, and one boss which torments the players throughout the game.

 

I was a lead artist on the team. I was in charge of all the initial designs of the enemies, then after that I was tasked with modeling, rigging, and animating the more complex enemies in our game, the Crystal Turtle and main Boss. I also aided with texture and normal map creation. As well as over seeing others work on the art side. I enjoyed my time working on the game as it allowed me to express my creativity fully in the tasks I was given, mainly in the character designs and animation.  

CRYSTAL TURTLE

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