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A jam submission

Agile CrocodileView project page

Jericho Posadas SFAS 2022 Animation entry
Submitted by Jer0h (@jerp0h) — 2 hours, 16 minutes before the deadline
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Agile Crocodile's itch.io page

Results

CriteriaRankScore*Raw Score
Research + Development#23.5003.500
Project Documentation#23.5003.500
Creative Development#23.5003.500
Final Presentation#53.5003.500
Overall#63.3003.300
Technical / Workflow#102.5002.500

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • A good approach to the research and development phase, especially on trying out what would or wouldn’t work as an animation. With a more thorough approach, you would have found that the rig wouldn’t work with UE4 earlier on, giving you opportunity to find another suitable character rig. Kudos for using your own video ref. Try and use a stable floor when shooting reference as a surface like a mattress will have an impact on how your whole body reacts to movements. Overall, the quality of the animation is good and there are clear ideas and posing throughout. The sword feels light during the idles, and the use of a similar size prop to the weapon while shooting the reference would have helped get a better idea of weight for the animation. The addition of a longer hold as the character stretches, and a second rotation when the character holds its shoulder would have sold the idea better. The attacks are well executed and feel game ready, but it would have been great to see a clearer recovery phase.
  • Hey, Great job on the animations, few bigger notes would be have the main idle longer and have him breathe and look a bit more subtly. He is moving quite a lot and would be jarring for the player with the current idle. Also check for sword intersections and the arcs on the sword. When its just the character and a plain background all the smaller details need to be added as they stand out otherwise. The attacks all look cool, I think n the smaller attacks you could hold poses to let them breathe and read more. On the impact frames especially hold for 5 frames or so so the player could read them nicer. Goof job overall, I am sure I will see your work in games very soon :)

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