STUDIO ANIMALS QUEST - Game
For a long time, I wanted to created a game . After some back and forth and some prototypes, finally last year, i have invested some good time and effort into it and also learn all the necessary skills to grow my initial idea and create a finished game. From modelling, rigging, animating and programming, it was an intense journey but i'm almost now ready for the launch.
The game was greenlight on Steam. Release date somewhere in 2018.
Role: Concept / Design / 3D / Look dev / R&D / Animation / Unity dev.
Life had been peaceful for the vinyl toys on the studio shelf.
The inhabitants of this world lived happily, in peace. They were free until something came from the dust of the office bin and kidnapped all of them... except one... Our hero will have to prove his courage and skills to rescue his friends and defeat the dark beasts of the dustbin.
Be brave, be this hero, play Studio Animals Quest !
Studio Animals Quest, is a mix of platform & action game set in a vibrant and colorful world. It begins when the main hero friends were trapped into the studio bin by the crazy RubberHead. The game is an artisanal, hand-crafted experience. Each level is focused on exploration, with some platform craziness and many bonus activities, thinking & fighting to survive.
In total, you will explore 8 levels / worlds + many bonus.
EACH LEVEL IN A NUTSHELL…
2D / 3D CONCEPT
After some concept drawings of the main character and friends, the final shapes were translated into 3D then printed on a Zortrax M200. This stage was good to validate the general forms.
RIGGING / ANIMATION STAGE
After trying Mixamo with mixed results, i went back to Maya and rigged all friends & enemies. In total, inside the game, there is more than 15 different rigged characters fully animated (idle / walk / hit / attack / damage).
AI / CODING / PRODUCTION
As i'm not good enough at C# coding, all the mechanisms in the game are done using a combo of Playmaker (Logic) & Behavior Designer (AI). There is a vibrant community for both assets online, so i was always able to get an answer to my questions and basically learn a lot during the development process. An in-house camera & character controller were created for the main character but also an health & points system and even a spawn "rebirth" principle. Everything was then build and finalized in Unity (traps, secondary animations, props insertion, sounds, menu...).