BA3b ♪ Rhythm of the Gods ♪ Week 1

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For this project, I elected to work in a group. The other members of my group are Luke Massey, Connor Mortlock, Sophia Giannattasio & Finn Alpin.

The first week consisted heavily of talking as a group, organising who would be doing what, and preparing for our pitch. We decided to make a rhythm game with a techno-Greek theme, and in order to figure out who would be filling which role on the team, we started by creating simple concepts for the protagonist.




I tried to keep an almost gladiatorial look to the character while keeping them simple enough to animate well, as the game would be pixel art. After combining these ideas with other team members' ideas, we collaborated on the final design for the protagonist;


This is similar to the bottom-left concept but with a newer, more vivid colour scheme and a different hairstyle. The sword and shield were also given different colour lights.

Moving on from this, we were to decide how the ingame pixels would look, so I created a pixel of the main character according to my own style (below), with Finn creating one that worked with theirs too.


We took our pixels around the room and asked other Games students which one they preferred visually; feedback came back mixed, so we fused our styles together to create a basic idea of how we wanted the protagonist to look in-game.

Once we had some initial work done and had begun to feel out the team dynamic, we worked on our presentation, noting down the leads of each section.










In this team, I will be working on Concept art, Pixel art, Animation, Audio editing and UI Design. Of these, I will be working as the lead in both Animation and UI Design.

I also began to work on the basic running animation for the protagonist. This is a cycle of eight frames, with minor movement in each.

I began by blocking out the basic movement.









I then began to pixel the protagonist in this running motion.





After spriting most of the frames, I noticed that something about the movement was feeling wrong, and asked for feedback from my team. We came to the agreement that the sword and shield hands moving did not really work with the sprite, and it might work better if the character was consistently holding their sword behind them with their shield in front; I went back to the sprites and changed them.
This gave me a basic running sprite, though the body looked too static. I added some simple movement to give the sprite some 'bounce'. 
After a couple more rounds of feedback and tweaks (little details like fixing the scarf up, and altering the leg position in some frames to make the animation more 'even'), the team members were all happy with the run cycle. 


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