𝗩𝗮𝗻𝗰𝗼𝘂𝘃𝗲𝗿 𝗙𝗶𝗹𝗺 𝗦𝗰𝗵𝗼𝗼𝗹 - 𝗚𝗮𝗺𝗲 𝗗𝗲𝘀𝗶𝗴𝗻 𝗗𝗶𝗽𝗹𝗼𝗺𝗮 (𝟮𝟬𝟮𝟯)
In "Meowmentum Mori" I modeled a series of environment game meshes and hero props, as well as our character's paws, which I also rigged and animated. John Santana and I created the whole game aesthetic from scratch. Guided by the metrics set by the level designer, each element was designed to fit into the game's universe without interfering with gameplay and mechanics.
Meowmentum's Team:
**𝘈𝘭𝘭 𝘤𝘳𝘦𝘥𝘪𝘵 𝘨𝘰𝘦𝘴 𝘵𝘰 𝘵𝘩𝘦 𝘵𝘦𝘢𝘮, 𝘸𝘪𝘵𝘩 𝘳𝘦𝘤𝘰𝘨𝘯𝘪𝘵𝘪𝘰𝘯 𝘧𝘰𝘳 𝘦𝘢𝘤𝘩 𝘮𝘦𝘮𝘣𝘦𝘳'𝘴 𝘪𝘯𝘥𝘪𝘷𝘪𝘥𝘶𝘢𝘭 𝘤𝘰𝘯𝘵𝘳𝘪𝘣𝘶𝘵𝘪𝘰𝘯𝘴.**
- John Santana: 3D|UI/UX Artist (https://www.linkedin.com/in/john-santana-game-artist/)
- Pablo Moctezuma: Level Designer (https://www.linkedin.com/in/pablo-moctezuma/)
- Apoorv Taneja: Technical Designer|Project Manager (https://www.linkedin.com/in/apoorvtn/)
- Ivan Restrepo: Technical Designer|Programmer (https://www.linkedin.com/in/ivans-restrepo/)
Focus:
- Modeling game meshes.
- Designing hero props.
- Rigging and Animating main character.
- Following aesthetic vision and rules.
Game summary:
𝘔𝘦𝘰𝘸𝘮𝘦𝘯𝘵𝘶𝘮 𝘪𝘴 𝘢 𝘧𝘪𝘳𝘴𝘵-𝘱𝘦𝘳𝘴𝘰𝘯 𝘴𝘱𝘦𝘦𝘥𝘳𝘶𝘯𝘯𝘪𝘯𝘨 𝘱𝘭𝘢𝘵𝘧𝘰𝘳𝘮𝘦𝘳 𝘪𝘯 𝘸𝘩𝘪𝘤𝘩 𝘺𝘰𝘶 𝘮𝘶𝘴𝘵 𝘧𝘪𝘯𝘪𝘴𝘩 𝘮𝘢𝘨𝘪𝘤𝘢𝘭 𝘵𝘳𝘪𝘢𝘭𝘴 𝘪𝘯 𝘢 𝘱𝘰𝘤𝘬𝘦𝘵 𝘶𝘯𝘪𝘷𝘦𝘳𝘴𝘦 𝘢𝘴 𝘧𝘢𝘴𝘵 𝘢𝘴 𝘱𝘰𝘴𝘴𝘪𝘣𝘭𝘦 𝘵𝘰 𝘣𝘦𝘤𝘰𝘮𝘦 𝘢 𝘧𝘶𝘭𝘭-𝘧𝘭𝘦𝘥𝘨𝘦𝘥 𝘤𝘢𝘵𝘮𝘢𝘨𝘦! 🐈🧙♂️
https://store.steampowered.com/app/2939350/Meowmentum/
https://purrfectpaceinteractive.itch.io/meowmentum
https://vfs-gdpg.itch.io/meowmentum-mori
Video - Portal UI and In-Game: Our Tech Designer animated the rings to float randomly, locking in place once the player approaches.
Video - Dashing to Orbs: One of the most crucial mechanics in the game, dashing towards orbs proves to be the fastest way to navigate through the environment. I was also responsible for rigging and animating the player movements.
Video - Sliding mechanic: I specially enjoyed watching cat videos of kitties going down slides when making this animation.
Video - Jumping and Slide jumping: Slide jump is a good tactic to gain more velocity in the game.
Video - Idle animation: While discussing with Apoorv (Technical Designer), who was responsible for implementation, we agreed that showcasing more details in the hands (vfx) would add an interesting touch to this idle movement.
Video - Running mechanic: Opting for floating hands was a consensus, as full-arm animations often seemed out of place.
Video - Ledge climb mechanic: It was important to give feedback to the player when they just barely made it to a platform.
Video - Medals! With constant feedback from John Santana. Implementation was done by the Tech and Level Designers.
Unity - Prefab method for updating meshes. After finalizing a mesh, I would go into the editor and directly add it to the base mesh prefab, ensuring that all identical ones were automatically updated in every scene.