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Found 66 results

  1. Jurassic Jackpots

    From the album PK Game Art

    Sexy Rexy! Illustration for the AGS slot game "Jurassic Jackpots". This dinosaur was painted in Photoshop, and animated in After Effects. He's surprisingly articulated, with the face being separated into various pieces for full animation freedom. He can open and close his jaws, roar, wiggle his tongue, scrunch his brows, use his cheek and eye muscles to blink, flair his nostrils, wag his tail, breath, etc. This image was used in the topscreen of the cabinet, game symbols, glass art, and the animations used to attract the customers from across the casino floor.
  2. Fu Panda

    From the album PK Game Art

    Character illustration done for the hit AGS slot game "Fu Panda", and "Fu Panda: Extreme Jackpots". The panda was illustrated in Photoshop, and animated in After Effects. He is fully articulate, capable of opening his mouth up wide, smiling, blinking, etc.
  3. Coyote Spirit Puppy

    From the album PK Game Art

    Character symbol illustration done for the AGS slot game "Coyote Spirit". This puppy was illustrated in Photoshop, and animated in After Effects.
  4. Chinatown Luck

    From the album PK Game Art

    Environment Design for the AGS slot game "Chinatown Luck". The gate was modeled in 3D first, and then illustrated with the rest of the scene in Photoshop. Heavily animated in After Effects - the whole cityscape comes alive, with lanterns swaying, neon flickering and sparking, people moving, steam rising from street food stalls, rain drizzling, mist flowing, etc.
  5. Chang'E - Chinese Moon Goddess

    From the album PK Game Art

    Character Illustration done for the AGS slot game "Divine Moon". Illustrated in Photoshop, and animated in After Effects. The character moves, blinks, smirks, nods, and the background lanterns swirl and loop endlessly/seamlessly. This image is used on the cabinet's topscreen, glass art, symbols, and in the animations that attract the customer.
  6. (Disclaimer: I am not talking about video transitions. i.e. fade, zoom out, etc) I just want to know if animation transitions are a good use of time, or if they will even be noticed. Specifically, I mean an animation that transitions from one animation to another, like from a walk animation to an idle animation and vise-versa. This is easy to achieve with bone-based animation, but I am using sprite-based animation, so I would have to do all of them manually. I honestly cannot tell if any other games use this, and cannot find anything online about it. Is it a good idea to add these? Will they be too much work? Will they even be noticeable?
  7. Hello! I'm working on a game that is quite personal to me. It touches on my own depression, obsessions, phobias, etc. It's a narrative driven dark comedy with some small aspects of platforming and puzzle solving. The project is rather small as well. It touches on topics such as suicide, mental illness, family, corruption, free-will, and redemption. First, I'm looking for a 2D animator that can compliment the style of the attached image. The player character's animations will be a bit more extensive than a typical platformer. There will be many death animations, and some other strange dealings with the character that will need animation. Other items will include some objects in the world that are in need of animation. All static pieces of art will be handled by the artist that drew the attached image. Second, I'm looking for a male voice actor. There will be at minimum two characters that will need to be brought to life through vocals. They are a very core part of the game, though they will never be shown on screen. As a reminder, this is a rather dark comedy, so be prepared for some insanity in your portrayal of these characters. The first voice is that of a game show host's voice, while the other will be a devilish voice (without SFX, I think it cheapens it, does not necessarily need to be a low voice, this is more about the portrayal than how the voice sounds). Last, I would love to have an editor on board. More than just avoiding disaster in the writing, I'm looking for someone that can elevate it. There is not a ton of writing that will be in the final project, but it's important enough of an aspect to be trying to bring someone in to help with it. To those interested: I have a crappy prototype that exists, along with a couple game design docs. More than anything, I'd like to present the project through a voice chat via discord to any interested. Discord - Bobdul Thundercuck#4590 I do plan to post this on itch.io and wherever else I can put it that makes sense. I fully expect to make nothing off this project, as should you. However, in the case that money is made, a rev share model will be in place. Edit: Editor position has been filled, title has been changed to reflect this, and crossed out the section detailing this.
  8. Hello, I am Andrew Elam. You may have seen my post about needing a co-writer to help write a science fiction PC FPS. Thankfully, I found someone. I guess I'm assembling a team now, to develop this game, lol. It is going to be a fairly large game, so at least a small team is needed. Here is the plot we have so far. The player is a part of a 5 person Marine squad, stationed aboard the Vindication Class Heavy Destroyer, "Atlas Moon." The game is set in the year 2136. Humanity has been at war with a genocidal alien race known as, the Actians, for 10 years. Atlas Moon, and two other Vindication Class ships have been sent to a world that isn't Human, or Actian. Galactium. The mission, is to investigate what the Actians are looking for on the planet. What they are looking for, is a massive weapon buried deep underground. It has the power to destroy entire planets. I need one person for each of the following categories. - A level designer. You will be assisting me in creating maps. - A modeler. Your job will be to take designs on paper, and turn them into rigged, 3D models for Unity. - An AI programmer. Your job will be to create AI for characters. - And an animator. Your job will be to assist me in 3D animation for cutscenes. Like I said, I only need one person for each category at the moment, so only one will be picked for each. NOTE: You will be paid once the game receive funds. Thanks!
  9. [Wanted]3D Animator

    COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D ANIMATOR We are looking for an Animator to join the Art team to rig characters and create animations for the game. You will be collaborating with fellow members of the team in the creation and polishing of 3D animations. Your tasks will include: Create rigs to be used for animations. Skin 3D models to rigs. Refine existing 3D animations. Contribute to constructive team discussions. Attend regular team meetings. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D animation suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. Satisfaction of the follow requirements are preferred, but not essential: Knowledge of the Unity Engine UMA character creation system would be an advantage. REVENUE - SHARE This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for mid 2018. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  10. Animation artwork

    Some steps in animation on #TERRORHYTHM project. Soon will be more broken enemies.Game Site: http://terrorhythm.evilcg.com
  11. I need multiple animations takes to be placed in one FBX file, but 3ds max isn't able to place them in separate timelines. So is it a way to place several animation takes in one FBX file? Added: what I tried is exporting in "txt fbx", then adding in notepad a new take in the "take section", then reexport in binary fbx. But it looks like a little bit comples
  12. Blooming OpenFX plugin

    For those doing promotional videos for their games we have released a video plugin that allows you to add glow, aka blooming, as a post effect in your video pipeline. The plugin is an OpenFX plugin that works in video editing software such as Nuke, Catalyst Edit, Natron or any other OpenFX compatible host software. The blooming filter allows you to set the threshold intensities that you want affected by the glow. You can also color tint the glow or make it anisotropic for stretched glow effects typically used for really bright intensity light streaks. Sample of an image before the blooming effect is applied: Image after blooming has been applied: You can find out more about this plugin on the Genifect OpenFX plugin suite page.
  13. Hi, there! Work on TERRORHYTHM is in full swing. Over the past week, we have managed to develop and add animation to the main character and the enemy. We also tweaked the location environment. Check out the difference between before and now.
  14. Hello guys! I was recently researching about motion capture systems and found many methods and hardware, some of them are expensive, some are cheap. As we are indie, we are looking for Mocap for like 2k$ or like this. I know we need to clean up animations anyway, please do not tell about it. What I want to hear is what way will give us cleaner animations? First option we have is to use some Kinects v2.0 + PS Eye and Move. It will cost around 500$ + 1000$ for IPI Soft wich can record and convert all the animations. Another option is to use 8+ cheap FullHD 60fps cameras (~500$), any black sport suit (~100$), small balls (paint them with reflective paint)(~50$), and some lights(~50$). Use it as studios do with Motion Bluilder (1000$). I know there are speacial cameras for Mocap, but they are really expensive.. Some say kinects + IPI are better choice, no need to wear any suits or work with marks. But my guess it that using cameras with suit and marks will give us cleaner animations, but what is better in your opinion?
  15. [Wanted]3D Animator

    COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter TALENT NEEDED We are looking for an Animator to join the Art team to rig characters and create animations for the game. You will be collaborating with fellow members of the team in the creation and polishing of 3D animations. Your tasks will include: Create rigs to be used for animations. Skin 3D models to rigs. Refine existing 3D animations. Contribute to constructive team discussions. Attend regular team meetings. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D animation suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. Satisfaction of the follow requirements are preferred, but not essential: Knowledge of the Unity Engine UMA character creation system would be an advantage. REVENUE - SHARE This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for year 2018. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  16. Animation Doubt?

    Hello Guys, I have a doubt whether a particular animation is a 3d or 2d animation. Just see this video from time frame 0:30 and watch the character who is firing. I feel it's 2d and done either in sprite animation or skeletal animation (using spine etc). What you guys think about it? https://www.youtube.com/watch?v=XpOvvCxLi0w&t=536s I want to achieve this animation using 2d skeletal animation in Unity but having problem while rotating the character around the fixed point ( hip part of the character).
  17. I continue to implement class controllers for the "Progect Genom" project. On the turn of the cover is a fast and maneuverable class.
  18. main-character Charly Clearwater

    The 3D-modelling of main-character Charly Clearwater is completed. It has been difficult to model his face as we only had a 2D drawing of him that we wanted to transmit into a 3D character. Our first try failed. ;-) The skinning and character-rigging is also finished, so now we focus on texturing his face and body. When the main-character is totally fine, we put him on our new designed game blog that we intend to publish as our new official game website. C ya!
  19. Looking for a beginner project to work on, i can do solid pixel art. I have a discord so you can post a server invite if you wish, i can also do a bit of chiptune music and basic sfx. Heres an example of my basic work, i can do most better than this I prefer Game maker or unity. Im fine with other engines. U P D A T E: Looking for someone capable of doing SFX/Music (beginners too) since the group is almost set up We might need a writer, probably not. Current Crew: 2 Coders 1 Designer Current Game Ideas : Platformer Top down shooter
  20. Rigging and Animating

    Hello, everybody. I've made a model and create a skeleton, but there is a problem. I don't know how to rig this piston parts. Should I detach them to separate objects and use "Look At Constrain"? Can i rig this parts using only bones? So I need an advise how to solve this problem. Game Engine witch I'm using is Unreal Engine 4.
  21. Skeleton attachments

    From the album Explorer Game

    Here you can see I have got attachments working over the past few days. Each actor can have a number of attachments to specific locations like head, hands, root node etc. It took some fiddling with matrices to get the attachment rotations consistent as I foolishly didn't standardize the rest hand rotations on actor models. The weapons, shields and hats etc are pretty good but there is some cutting through when carrying some bulky items. Any game model can be made an attachments, including the huts(!) I'm not sure what they will look like being carried. I'm hoping to be able to attach canoes to the root bones and have the hero and natives in canoes on the water. Also I want to add particle emitters to attachments for example for a burning torch or a smokey herbal spliff. Here the player is carrying a sword and wearing a stylish african hat.
  22. Moving

    From the album Slogy

    version 0.1 , what do you think? It will be very dark background , so which color would you recommend to use on my character?

    © ZiZuLot

  23. Effekseer Project develops "Effekseer," which is visual software for creating open source games; on November 1, I released "Effekseer 1.3," which is the latest major version release. With Effekseer, you can easily create various visual effects simply by specifying different parameters. Effekseer is a tool to create various visual effects used in games and others. You can create various visual effects such as explosion, light emission, and particles. Effekseer's effect creation tool works only on Windows. However, the created visual effects can be viewed on Mac OS X, Linux, iOS, Android, and other environments using plugins runtime / plugins such as DirectX, OpenGL, and Unity. Effekseer 1.3 is an updated version of Effekseer 1.2 released in June 2016. This update contains the following changes: -Addition of a file viewer that makes it easy to manage effect files; -Improvements in UI such as adding icons for easy understanding of editing status; -Addition of a function to read FBX as a 3D model file; -Addition of parameters for easier control of the effects. In addition to Unity, I have added plugins / libraries to UnrealEngine 4 and Cocos2d-x. This makes it possible to play effects in most major development environments.Besides that, more than 70 new sample effects have been added and many bugs have been fixed. Effekseer 1.3 is available on the project website. The license for the software is the MIT license. Effekseer http://effekseer.github.io/ Github https://github.com/effekseer/Effekseer
  24. Effekseer Project develops "Effekseer," which is visual software for creating open source games; on November 1, I released "Effekseer 1.3," which is the latest major version release. With Effekseer, you can easily create various visual effects simply by specifying different parameters. Effekseer is a tool to create various visual effects used in games and others. You can create various visual effects such as explosion, light emission, and particles. Effekseer's effect creation tool works only on Windows. However, the created visual effects can be viewed on Mac OS X, Linux, iOS, Android, and other environments using plugins runtime / plugins such as DirectX, OpenGL, and Unity. Effekseer 1.3 is an updated version of Effekseer 1.2 released in June 2016. This update contains the following changes: -Addition of a file viewer that makes it easy to manage effect files; -Improvements in UI such as adding icons for easy understanding of editing status; -Addition of a function to read FBX as a 3D model file; -Addition of parameters for easier control of the effects. In addition to Unity, I have added plugins / libraries to UnrealEngine 4 and Cocos2d-x. This makes it possible to play effects in most major development environments.Besides that, more than 70 new sample effects have been added and many bugs have been fixed. Effekseer 1.3 is available on the project website. The license for the software is the MIT license. Effekseer http://effekseer.github.io/ Github https://github.com/effekseer/Effekseer View full story
  25. Hello. I’m 2D artist with a successful 6+ year experience in that field. I'm qualified in following fields: GUI, pixel art, icon art (from 24 pixels), avatars, illustrations, isometric houses (farm style games), background, spine animations and other related. I can work in different styles and have an excellent knowledge of Photoshop.I work fast and with quality. I’m looking for a freelance or a full-time job. I have been a passionate gamer for my entire life. I love video games and I most certainly enjoy contributing in their appearance to other gamers. If you’re interested in my portfolio, I can send more examples of my work, if needed. Email Nara_Shikamaru@bk.ru Portfolio https://kimyri.deviantart.com/
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