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Introduction to Unity’s Animation System

Logic Simplified

Unity has a rich and sophisticated animation system for the game development process , also referred to as ‘ Mecanim ’. It is a powerful tool for game developers to create dynamic, true-to-life animations for characters, objects, and environments in their games.

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A comprehensive guide to in-demand roles in film and games

CG Spectrum

3D Modelling 3D Animation FX Concept Art 2D Animation Game Design Game Programming 3D Modelling: Shaping Virtual Worlds “3D modelling is a rewarding career where you get to bring concepts and 2D imagery to life, sculpting personality and story into characters, objects, and environments.

Film 52
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The Kristala Dev Blog - Issue #19

Astral Clock Tower Studios

[link] Next, Will worked on modifying the death systems for our main character (and some of the game's enemies) to allow them to utilize the new death animations Producer Allie recently created (make sure you check out the Game Production section to see them in action). Animation / Rigging / Production. Level Design.

Dev 52
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The Kristala Dev Blog - Issue #17

Astral Clock Tower Studios

After fiddling around and running some tests, Will was able to make it so that the character can effectively roll through various environmental objects - like the barrels shown in the clip below - to destroy them. Animation / Rigging / Production. Here's a peek at some of our favorite moments from the past week's streams.

Dev 52
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The Kristala Dev Blog - Issue #20

Astral Clock Tower Studios

In the clips below, you can see the Dodge issues in action. The first clip shows a lack of forward momentum when the dodge mechanic is engaged. The second clip shows the broken dodge mechanic during combat with a Twigativa enemy. Luckily for you, we've got a couple of gameplay clips that showcase just that.

Dev 52
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The Kristala Dev Blog - Issue #33

Astral Clock Tower Studios

Their leather armor is often decorated with twisting vines, animal imagery, preserved flowers, and other natural craftsmanship. Here's a look at some of the issues in action, followed by a clip Ian snagged after fixing one of the "problem child" areas. Here are a few clips to show off some of these camera adjustments.

Dev 52
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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

Here are a few clips of our menu systems and consumables in action so you can get an idea of how they're intended to look - and work! - Here's a look at Joe's most recent work on the level; we're pumped to get our new player character into the Nasahara Ruins level so we can share some actual gameplay clips of this stunning, post-war city.

Dev 52