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Time Wench: Character Design

Depending on the interaction required, I either exporterted PNGs piece by piece (left hand, eyebrow, head, etc,) out of illustrator to then be animated in Unity or as a sprite sheet. If the movement was more complicated, I imported layered AI files into After Effects and animated each state then exported as much more detailed PNGs. From there I opened them up in Photoshop and created sprite sheets. After Effects also gave us the option to export .mov and .gif files if needed, as well as created much more nuanced and controlled animations. Unfortunately due to some complications with the combat code, we haven’t integrated many of the animations yet. For example the boss has fully animated default, run, punch, throw a giant bone, take damage, and death states. 

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