Procedurally Animating Creatures for my Game | Withersworn Devlog
Creating immersive and quick enemies through procedural animation for life-like results!
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Dark World / Breath of the Wild / Gerudo Valley - GameChops (MikelTBE)
// Video Description
This is my process and direction for where I’m going with procedural animation. These monsters shall get even better it’s going to be wild I tell ya.
// About
Hi, I’m Andre Sargeant otherwise known as Asarge. I’m currently solo developing the high fantasy, fast mobility action game Withersworn. I also worked as the artist and animator on the pixel action rpg Aethyr. I’m a bit new to learning programming and 3D but will try my best to deliver the greatest game I can!
Software:
Engine - Unity URP 2022 LTS
Programming - Visual Studio Code
3D Modeling - Blender
Textures - Substance Painter 2022
Illustration - Procreate
PC Specs & Hardware:
GPU - NVIDIA GeForce RTX 4070 Ti
CPU - Intel i7-13700K
RAM - 32GB
Mouse: Logitech G502
Keyboard: Logitech G512 SE
Chapters
0:00 - What is Procedural Animation?
1:20 - Basic Set Up
2:27 - Pathfinding with Boids
4:00 - Additional Behaviors and Polish
5:11 - Procedural Humanoids
5:55 - Procedural Gameplay and Future
#devlog #indiegame #gamedev #unity
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