Play asset pack
Link's Cautious Approach's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Research + Development | #1 | 4.000 | 4.000 |
Final Presentation | #1 | 4.500 | 4.500 |
Project Documentation | #1 | 4.500 | 4.500 |
Creative Development | #1 | 3.500 | 3.500 |
Technical / Workflow | #1 | 4.000 | 4.000 |
Overall | #1 | 4.100 | 4.100 |
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.
- The Idle pose seems a bit too crouched down ,(try standing like that for any amount of time) ;0P The arrow 'shoot' part of the anim I think needs to be a bit more dynamic, try to make it feel more like there's tension and resistance from the bow/string/upper body etc.....the whole anim feels alike it's all at the same pace, would maybe benefit from some variations. Nice renders.
- I feel that you chose one of the more challenging themes from the brief, and overall, you’ve done a good job of delivering that. There’s some lovely subtlety to the character performance that really sells the cautious feel, and the quality of the work produced for the animation states does feel game ready. The main pose could have been improved with some minor tweaks, like adding some rotation to the feet and splaying the knees to give a more solid stance, and maybe some movement in the feet between the two idles too. The bow release could be a couple of frames quicker, and remember the string to the bow should snap forward to release the arrow (but I’m being super picky there😊). Your research and development is thorough, and you had a clear idea of what you wanted to produce. This process has clearly paid off in the work you’ve delivered for the challenge. Great job!
Challenge Tier
Search For A Star
Rising Star
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Comments
Nice presentation. For me, I would maybe try and add some variations to the speed/pacing of the anim and try and add some dynamism/resistance to the arrow shooting section, to really add a bit extra to the overall character's performance. Nice job!
Hi I really like the animation you did! I hope you don't mind me asking but how did you manage to get Link rig into Unreal?
Thank you! :D It was a bit of trial and error at first, but I exported the mesh and bone hierarchy as an FBX and imported it into Unreal as a skeletal mesh. This tutorial was really helpful: https://www.youtube.com/watch?v=jjjuOYMorrw Hope that helps!
I appreciate it! thank you! I was using the Game Exporter in Maya and it was giving me an headache xD
Aw don't let it put you off using Game Exporter for exporting animations though, it's so useful for that!