Dale the Dragon Detective

Murder at Dungeon Mountain
Working on Dale

Public Recognition

Awards and Other Public Recognition

Rigging in Maya

I did a lot of the rigs but Dale’s rig was the one that was given the most time since he got a lot of moves.
I really like using ribbons whenever i get that chans so one was given to his tale to make nice movement when he runs.
This was the first time I used a twist joint. Dale has really short and stubby arms and it was hard to make them look good, so I learned to make a twist joint.
Other then that its pretty standard with ik/fk switch, ik spine and rotation switches for the head and arms.

Animation

Since This is a very story driven game with a lot of eccentric character as animators we really wanted to reflect there personality in there movements.
Everyone has the same set of animation and can walk, talk and display different emotions but they do in in there own distinct way.
A proud goblin, shady crow and a neurotic frog. Sometimes having it simple and keeping to that style you'll be able to get a lot of fun results.

Working With the Story

I've found that visuals are a big help to get everyone on the same track. I made this chart detailing the key story and gameplay beats of each level. 
Storyboards for the special dialogue interactions. Our amazing programer Jonas Kraz created a dialogue editor where we could build dialogue trees and chose what animations we wanted to be played during the interaction.
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