For our third blog post about our Oculus Rift Game The Fisherman and the Stars, I am going to talk a bit about how time restraints led to the design of our animals.
When I finally got around to designing the animals we only had a few days left in the jam. I knew I did not have much time to create each animal. Because of these restraints the question became–how to convey the essence of a frog in a simple and clear manner? This led to looking at each animal and trying to capture the essence of each in two ways: the animation of the creature and the way it moves in the world. Shea was working on the code side to implement the animals movement. For me it was modeling each animal to capture the essence of its form and adding a simple animation to convey its personality.
I will just discuss the frog, as it is my favorite animation. Before I even started looking at images I knew that when I think of frogs, I think of their iconic throat.
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