Ashton Gingerich - Rigging and Animation


Post-Mortem

     This was my first experience attempting to work on a full game  that would be officially released, as well as my first experience truly working with such a large team. While I have worked on a larger team before, communication on it was sparse and not very effective. Communication in this project was a huge improvement and, when we did communicate, it helped the project greatly. We were split into three teams, an art team, a narrative team, and a programming team. If one team needed more information on whatever they were working on, they would simply ask another team and get that information. Where communication was lacking, in my opinion, was in my own group, the art group. There seemed to be a lack of focus in the beginning, with us just thinking of things  that would go in the setting and making a list of things to model, however the list of things we ended up modeling was a lot smaller and we just ended up importing an asset pack. I remember having questions go unanswered early on in the project, so I had to delay what I was doing or do it more disconnected from the group. 

     Near the end of the project, we entered crunch time, and everyone was constantly working on something. I feel like that could have been avoided if everyone was doing more stuff earlier on, but it resulted in the best communication I've seen at the very end. I know we all would have loved to get more things put into the project, but I'm sure we are all pleasantly surprised by the outcome and how well the final game looks. My work on the project was shown on the images attached to the project. Specifically, I did most of the rigging and animations for the enemies. I rigged 4 enemies and was able to animate 2 of them. I also was happy to help some of the other artists who weren't as experienced in Maya, showing them techniques to decrease the poly count or model more efficiently. My team had some pretty cool things put out, and the level looks great!

Get Wroughted Iron

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