"Are you Not Entertained?!" is a 2 player co-op beat em up game where the goal is to work together to rack up unique combinations to entertain the mass audience. The game takes inspiration from the world of staged Wrestling where matches are predetermined and set out to focus on exciting the crowd as opposed to getting a definitive winner.
This was a 5 month long project to produce a game demo linked to the theme "Threshold", a collaboration between 5 teammates coming from a blend of Programmers, 3D and 2D artists.
My job was to produce the character animations for the fighters in the game. This involved designing over 100 frames of animation across a multitude of attacks, movements and injuries.
I had already spent that year teaching myself the essentials to natural light in 2D design and the 12 Principles of Animation, this project was the moment to use them simultaneously.
Each animation was set up to run at 12FPS to allow for more time to work on the variety of moves rather than trying a 24FPS animation which would take most of the time. My personal favourite aspect of the character was the flow on the cape when moving, using good follow through and secondary action.
For presenting this game at the showcase, I created this mini booklet to show off, acting as a guide for those present at the event.
New artwork was made specifically for this booklet to expand on designs that didn't make it to the final game, including cut characters and specific title screens.
Not all artwork was produced by me, including the title portrait, UI Icons and logo. I got permission from my teammates to include this in the booklet to have this be a true promotion of our game, not just my designs.
Designing Pixel Art animations.
Contributed to adding cell shaders to let 2D assets blend with 3D enviroment.
Collaboration between teammates and documenting a development log.
Overall this would be the most fun I had while working on a slice of a game, the entire setup allowed me to work with the loose skills I had gained across a year and merge them together coherently into a full fledged character. This truly marked the step up for my Pixel Art to a quality standard that I could never truly reach till then.
I also learnt how to balance the art to work best with a full on team, as I had to keep track with our sole programmer to design the moves as he worked on coding them so he had animations to link them to. Importing incomplete animations, which could be as far as the stick prototype for movement tests, made the difference to build up their work.