Mech Game

Initial splash art and loading screen.

Initial splash art and loading screen.

During the FTUE, the player is guided to the main menu. At this point in my game development, I was able to create the panel within unity and add and place the sprites. In terms of coding, only the play button works at the moment.

During the FTUE, the player is guided to the main menu. At this point in my game development, I was able to create the panel within unity and add and place the sprites. In terms of coding, only the play button works at the moment.

The player is taken to a character selection screen where they can choose from 5 different mechs/pilots, all with different attributes and skills.

The player is taken to a character selection screen where they can choose from 5 different mechs/pilots, all with different attributes and skills.

Upon selecting a character, the player is shown their stats.

Upon selecting a character, the player is shown their stats.

Rendering of the game's first monster.

Rendering of the game's first monster.

The game's second monster.

The game's second monster.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

In blender, I created a rig for each mech as well as unique animations for walking, attacking, running, idling, staggering and death. Subsequently, I created a single armature to apply to all mechs to save on time and streamline my workflow.

Mech Game

I decided to use what free time I had during my parental leave to learn different facets of game development to help me understand my own craft better. I began to learn more coding, unity, blender, retopology, UV mapping, texture creation. rigging and animation to help me during this process. Everything in here was created by me.