A tale of how to do it is not worth it. Or how I burned out twice at work
Today I want to share my experience in making animations for characters and implementing them into the game. Naturally, from the standpoint of an artist. Each order that comes to my mail is strikingly different from the previous one, in many aspects, and it is not the first time for me to work on something new.
But, it was this order that prompted me to think that such an experience is worth sharing. So that those who are not familiar with the sphere know how the internal kitchen works, and colleagues, how not to do it and why. In addition, the Top-Down perspective is specific and there are practically no materials on it. When I started working, I had no experience with a top-down perspective, except for the game, which fueled my interest.
I hope this reading will be, if not interesting, then at least informative.
: Top Down Stealth - Action ( Splinter Cell Hotline Miami).
: Love2D
// : Adobe Photoshop ( :) )
: Pixel art
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: GTA 1/2, Darkwood, Hotline Miami
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The development of animation tools was not considered at all, since it was reasonable to throw these forces on the built-in level-editor (level editor) and the development of AI (artificial intelligence) of enemies;
Continued in part 2.