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Perchance to Dream - Animation Highlights

How could I totally forget about a major project that I spent a whole semester working on? If I knew, this would've been uploaded about three weeks earlier. The gist of the game was going through someone's dream and wreaking havoc for the Bogeyman by eating people and destroying things. I ended up just picking my favorite ones to post here, as most of them were very basic "walk cycle/idle/etc." stuff. Overall, I think the total number of animations are around 30, not counting the scrapped demo versions I did.

Title screen for the game- also edited and cropped a little to serve as our poster.

Title screen for the game- also edited and cropped a little to serve as our poster.

Attack animation for the constable command. It was intended for him to be one of the only enemy types that could fight back and hurt the player.

Attack animation for the constable command. It was intended for him to be one of the only enemy types that could fight back and hurt the player.

Constable command flinch (armed version). He also wouldn't go down in one hit like the other enemy types.

Constable command flinch (armed version). He also wouldn't go down in one hit like the other enemy types.

Player death - I modified her flinch animation (not shown) with more black sludge leaking out.

Player death - I modified her flinch animation (not shown) with more black sludge leaking out.

Player attack animation/ character death - this... this is definitely the best animation. It got a lot of great reactions at the demo.

Player attack animation/ character death - this... this is definitely the best animation. It got a lot of great reactions at the demo.

Player walk cycle - While the other characters were structured enough so that I could just rig up and move their limbs around, I had to hand draw pretty much every frame for the player. The coat was especially difficult to pull off.

Player walk cycle - While the other characters were structured enough so that I could just rig up and move their limbs around, I had to hand draw pretty much every frame for the player. The coat was especially difficult to pull off.