Animated GIFS for Ottawa International Animation Festival

During the 2016 Ottawa International Animation Festival, I tried to fully embrace the animation world, and did so by challenging myself to make one animation for every day of the 5-day event.

I actually did it too! The GIFs are on Twitter, see them below (about 10 MB total, be careful if on data plan).

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Game Development Update – Animating From Scratch

It’s been several months since I wrote a proper update about my game development projects. That’s really what the purpose of this site is for, after all. So here’s an update.

I’ve been working for months on a new animation system for my next game. Unfortunately, not everything is working out smoothly…

My new 2D character in 3D... may not represent final gameplay.

My new 2D character in 3D… may not represent final gameplay.

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My Games During Black Friday + Unity3D Files For 3D Cel Animation

It’s that time of year. Black Friday eve, when North American shoppers all eagerly seek the best value for their dollar. Also, American Thanksgiving.

As expected, my two games “Unfinished – An Artist’s Lament” and “Drew and the Floating Labyrinth” are both on sale this year at only $1.94 on Steam. This sale lasts until December 1, although you can expect a certain “winter sale” to repeat these prices soon. If you don’t like Steam, both IndieGameStand and MacGameStore should have similar prices at similar times in the next week or so. This is my first time having games available on Steam during the infamous Winter Sale, I hope “Unfinished” will break its first milestone of 1,000 copies by next week.

More importantly, I’ve posted tutorial videos and given talks about my unusual technique of using 2D animation in 3D space, which I like to call “3D Cel Animation.” Many people have asked directly for the Unity3D files, and I finally got around to uploading them. You can find them on my GitHub account, which I now hope to update more often in the coming years. These files should work with Unity3D personal addition, v5.0 and higher, and contains the complex layout of perspective planes around an object with a script for the camera to determine which plane to make visible. You’ll have to do the drawings yourself, and I hope to see what other people come up with soon.

Look below to watch some of the old videos I put up to remind you of the process.

 

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