Most of the time spent on this project this week revolves around gathering references for the boss's animations, and a little bit of animation work on the boss.
The Knight
Most of this week was dedicated to research and planning - figuring out what makes final boss animations good and finding inspiration from other games to make this boss stand tall.
One common denominator I've found in my research is leaving room for a lot of anticipation, such that players can respond to the attack in time. Another is that changes to the geometry of the animation's silhouette during the fight can signal how imposing a given moment can feel - for example, giving the final boss a larger silhouette during the transition to its final phase can make it feel more imposing, and heighten the tension of the moment.
Figure 1. Idle Animation for the final boss.
Reflection
Overall, I believe more could've been completed this week, however work from other classes has started to pile on. Moving forward, my immediate goal is still to complete the boss animations as soon as possible.
Until next time!
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