DevLog #7 - Level design of antivania

The main feature of antivania game is that the main character constantly losing his special abilities along the way. In that context a lot of people asked how levels will be built to support this system. So let’s take a look at level design of antivania.

DevLog #6 - Attack Animations

In previous posts I talked about basic and procedural animations of the main character and his abilities. Now it is time to talk about different attack animations and some other contextual animations.

DevLog #5 - Procedural Animations in Unity

In this devlog I will talk about procedural animations of main character’s abilities which are completely or partially created and controlled from code inside Unity.

DevLog #4 - Character Animations in Blender

Main character modeled and rigged, now it’s time to animate it.

DevLog #3 - Rigging & Skinning

So, the models of the main character and his abilities are ready, now it’s time to prepare it for animation. In my case there are 2 steps: rigging (create and setup virtual skeleton) and skinning (connect mesh vertices to the virtual bones).

DevLog #2 - 3D Model

In previous blog-post I’ve shown concept art for the main character and his special abilities. Now it’s time to see how it looks in 3D.

DevLog #1 - Main Character

In this blog post I’d like to talk about the main character of the game - Prince. I will cover his backstory, character design, weapons and special abilities.

DevLog #0 - Intro

In the game where avatar become weaker and weaker, the player has to become stronger, more skilled and get more knowledge about game world in order to succeed.