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Conquistador Dungeon Game Assets
- An Exercise in Creating Characters and Assets for Game Development
Character and Weapon Models
Way back in 2016 I started learning the basics of 3D modeling, rigging, animation, and game development, these were my first attempts and experiments. The focus for these models was to limit poly-count as much as possible in ratio to conveying the details I wanted, in order to optimize performance in a video game environment.
Animation Tests - Player Character
Animation Tests - Player Character
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Game Dev (Almost) Daily Updates - #2: Run cycle
00:19
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Game Dev - First Running Animation Demo
00:08
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Game Dev (Almost) Daily updates #1 - Prototype Character and Run Animation in Blender 2.8
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Character Rigging and Animation
Using the non-linear animation tool in blender, I created and saved several animations for the character to be exported and used in a game engine. The character was rigged with a modified human meta rig.
Early "Gameplay" Test
Here is the character imported into Unreal Engine 4, with animations. I programmed the character movement and animations using Unreal Engine's blueprint editor.
If I were to revisit this project now I would use Godot Engine for prototyping as it's much more intuitive and its native GD Script is even more straightforward to me then blueprints given my basic python programming experience.
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