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'Shibuya Machine' - Protagonist Animation Loops

The animations I worked on for the protagonist of my Shibuya Machine college project. As I had to use Adobe Animate and a puppet-rig to animate the character, movements are not as fluid as I would have liked. I would have preferred to try my hand at hand-animating, but naturally time constraints meant that this was the most reliable and efficient method.

An idle animation designed for the game - as we had to use Adobe Animate's puppet functions for the brief, I tried to keep the animations simple but effective.

An idle animation designed for the game - as we had to use Adobe Animate's puppet functions for the brief, I tried to keep the animations simple but effective.

An attack animation. I wanted there to be some wind-up, so as to add some risk to attacking to prevent spamming moves, whilst having there not be too much risk so as to prove annoying to use.

An attack animation. I wanted there to be some wind-up, so as to add some risk to attacking to prevent spamming moves, whilst having there not be too much risk so as to prove annoying to use.

A run cycle. I figured an 'edgy' run cycle fit the 'edgy' character design, as well as helping in making running feel faster and more cohesive on account of the visual of the arms trailing behind the protagonist.

A run cycle. I figured an 'edgy' run cycle fit the 'edgy' character design, as well as helping in making running feel faster and more cohesive on account of the visual of the arms trailing behind the protagonist.

A jump cycle - the toughest of the protagonist's animations, but by far the most rewarding and (in my opinion) best-looking. Had some fun with anticipation, squash and stretch and generally understanding the physics behind the movement with this one.

A jump cycle - the toughest of the protagonist's animations, but by far the most rewarding and (in my opinion) best-looking. Had some fun with anticipation, squash and stretch and generally understanding the physics behind the movement with this one.