Projects

Role: Technical Animator

- Assisted in 3D animation implementation, state machine setup, and debugging using Unity animator controller for 3 animations

- Designed 8 preliminary sketches for 3D animations

Process

Our team communicated through Discord voice calls to discuss the core gameplay loop and visual design on Figma boards. Tasks and deadlines were assigned during this phase.

I was assigned to help with animation implementation from Blender to Unity, as well as debugging the animations in-game.


Once the player character design was finalized, I sketched a few sets of thumbnails to plan out different animation loops for win/lose states.

This second page was drawn after receiving feedback from the team. For the lose state, we ended up going with the first version.

To save on time, we also re-used the lose state animation as a feedback animation to indicate to the player that certain ingredients could not be mixed.


I created a quick animation/deformation test in Blender once one of the group members modeled and rigged the player character model.


Animation integration and debugging were discussed and conducted through Discord voice calls to ensure that the player character’s Animator Controller in Unity was working properly.


As a bonus, here is an unused 2D animation I created that was meant for a busboy character. The receipt was a separate entity to streamline the transition from the animation asset to the UI asset.

Originally, new receipts would be presented with this animation, but due to time constraints, 2D implementation into Unity could not be carried out.