Tag Archives: animation

German Suplex

Just a quick post to add this video to the site. It’s a short animation of a german suplex, a popular move from professional wrestling.

The timing could be adjusted to add a little more weight. The green guy seems a little light but that aside I think it’s okay. Feedback is always welcome!

Here’s a video of the move being performed live, so you can see what I was working towards.

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[UDK] Castle Fearghus

This is a play-through of a game made as part of the Mrof Games Development course at the University of Abertay, Dundee. The game is created using UDK, with art assets created using Autodesk Maya, 3DS Max and Photoshop.

The game is set in a fictional Scottish castle overrun by vampires. Fearghus must storm the castle and defeat the vampires, eventually reaching the vampire lord. Defeat him to complee the level. The game controls similarly to games like Power Stone and Kung-Fu Chaos, with 1 or 2 player platforming and fighting action.

Team Tertiary are…
Producer: Kunal Patwe
Designer: Isabella Wang
Programmers: Donald Hicks, Tony Hilton, Hunter Zhang
Concept art, environment and UI): Bruce Yan, Neal Liu
Character concept, modelling and texturing: Yuting Jiang
Character rig and animation, character particle effects: James Kyle
Audio: Cam Goold

The game was shown at Dare Protoplay 2012 at Cairn Hall in Dundee as part of the Dare to be Digital competition show and associated events. Here’s a video of how it looked there. It’s not quite as polished and played a little worse than the final submitted version but was still received well by the public.

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[UDK] Tochi Tochi

As part of my MProf Games Development I was working on a UDK game in semester 2 called “Tochi Tochi.” I assume that’s the main character’s name but I’e since forgotten why it’s called that. Here’s a video playthrough.

The controls for the game are a little tricky as it’s just a prototype, but it functions and all the game mechanics work as intended. The aim is to get the main character to the level goal while avoiding sunlight. As direct light kills the character it’s a good idea to avoid the beam of the critter enemy roaming the level. The player can possess the critter to move across brightly lit areas. It is essentially a stealth platformer.

I worked on the main character model, textures, rigging and animation. The textures and normal map were taken and improved upon by one of the teams other artists, Bryn Morrison-Elliot. I feel like it turned out okay but I wasn’t very involved in how the character looked once it got into UDK. In the next semester project I made sure to be far more involved in that aspect of the game.

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