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Unity developer looking for a team

A topic by Lev created 23 days ago Views: 211 Replies: 7
Viewing posts 1 to 3
(8 edits)

Hi!

I'm looking for a team to make tiny, high-quality projects.
What I can bring:

  1.  Service architecture
    Makes games easy to scale and add new systems
  2. UI Toolkit
    Dynamic menus, pop-ups, dialogs, and editor tools creation 
  3. FMOD Studio sound system integration
    For soft music transitions, sound effects randomization, and other stuff
  4. Runtime system development
    Save, inventory, dialogs, quests...
  5. Version system and Agile development
    5 years of web development in an agile environment 
  6. Terrain and Texture mixing
    I have tools for that

Things I'm also learning that I can use on demand.:

  1. 3D modeling, UV mapping, rigging, and animation
    Blender, low poly, no sculpting yet
  2.  Unity 3D character animation and procedural animation
  3. Shaders and VFX
  4. Game design, concept, and pitch creation

https://vimeo.com/1230641004?fl=tl&fe=ec

https://vimeo.com/1230640645?fl=tl&fe=ec

https://vimeo.com/1230640561?fl=tl&fe=ec

You only know how to create 3D animations, right?

Hey!
Actually, no. I also used frame-by-frame animation for two of my 2D projects.
I also know there's a 2D rig-based system that's less complicated than 3D. I haven't used it yet, but I can create a small demo if you plan to use it specifically.

legal!! Eu tava procurado um animador 2d mesmo! So para saber, você consegue fazer animações com desenhos feito a mão?

Ou é pixel arte?

(3 edits)

Look, there're some different approaches to animation in games:
1. For pixel art, you switch pictures fast, so the player might say the same character moved. Each small image is called an animation frame. 


2. Fully hand-drawn animation means that you're going to need all the frames hand-drawn. Then you scan each one to use it in your game the same way you use pixel art. Very few games follow this approach. Like "Cuphead" or "Hollow Knight". 

3. Another approach is to use a rig on the character. For this one, you want to scan the art you've got and redraw it in vector/digital paint. You need its head, torso, arms, and legs split, so the animation library can move them independently.

I can vectorize your hand-drawn character if you have one, and create a 3d scenario animation inside the engine. I can only use ready art for the 1st and 2nd approaches; I'm not an artist )
So what do you need?

Thanks for explaining the concepts of animation to me; I’m a bit of a layperson when it comes to the artistic side, as my field is programming. It would be great if you could create an animation for my character—he’s a hand-drawn 2D character; in fact, the entire world of our game is in 2D.  The image below is a prototype of our main character; it lacks color because it is merely a prototype, intended to test what the character's visual design will be like.

This is another prototype of one of the enemies in our game; as it is only a prototype, it does not represent the final art. Furthermore, it was created by another artist on our team who is no longer part of the group.

Try this out https://chaosclub.live/