This is the idle animation for the 'Sniper Enemy' in Sanguine Soul. The character was designed to be based off of the Falak of Arabian Legend. In legend, the snake is said to rise from the underworld so to replicate this: only the snake's upper body is shown with a particle effect being used to show it 'rising from the underworld.' I was responsible with designing, modeling, rigging, UVing, and animating this character.
The Sniper enemy scans for the player with a visible trial of light coming from it's maw. Upon tracking the player it will fire a bolt of acidic sludge at them. When animating this: I wanted to emphasize the attack's wind up, creating a dramatic visual for the attacks delay. I also wanted to make it look quick, like a Snake's bite. I looked up various references to give the snake it's explosive movement.
When the Sniper dies I wanted to give it a real sense of weight given it's size. There's a moment of it writhing after taking it's final hit as it desperately tries to remain standing, only to falter at the end. I put an emphasis on the ease out of the animation by adding a slight bounce to the jaw once it claps against it's skull adding more to that sense of weight. It's tongue moves dynamically with it and wilts in a way that simulates gravity.
This is the idle animation for the 'Golem Enemy' in Sanguine Soul. The character has an original design and it was made to be intimidating while also fitting the game's Arabic setting. Each animation was made to emphasize this hulking creature of stone's weight so with it's idle it sort of hovers ominously as it patrols the levels. I was responsible with designing, modeling, rigging, UVing, and animating this character.
The Golem enemy attacks the Player when they enter it's line of sight and attacks fairly frequently and quickly. Again, the weight of this character was what I wanted to focus on so while it's wind up is slow and clunky you can visually feel it's mass when it's pillar-like arms clap together with a slight bounce. The attack itself is almost piston like with how explosively it sends his arms back. That with it's slight lean creates a real sense of force behind it's movements.
This animation was initially used within the game to show off the Golem's death. It's animated in a way to simulate gravity and, like the Sniper Enemy, it uses it's ease out in the form of a slight bounce when it hits the ground. This animation was removed from the final cut of the game in favor of an effect that turned each piece of the Golem into a physics object for a more varied death.
This is the rigged, but unanimated model of the Mecha Unit from Dead Level’s canceled game prototype: B.E.A.S.T it would have been the standard player unit and is based on a design I came up with. It was intended to be an aerial unit so in order to make it appear more aerodynamic: I opted for a more sleek design compared to most mecha. In order to emphasize it's graceful movements I made it's feet end in a pointe like a ballet dancer.