After some concept drawings of the main character and friends, the final shapes were translated into 3D then printed on a Zortrax M200. This stage was good to validate the general forms and prepare some real goodies for later promo.
RIGGING / ANIMATION STAGE
After trying Mixamo with mixed results, i went back to Maya and rigged all friends, bosses & enemies with TSMG auto rig. This plug-in is a breeze to use and i was fully able to focus on animation poses & skinning. In total, inside the game, there is more than 15 different rigged characters fully animated (idle / walk / hit / attack / damage).
AI / CODING / PRODUCTION
As i'm not good enough at C# coding, all the mechanisms in the game are done using a combo of Playmaker (Logic) & Behavior Designer (AI). There is a vibrant community for both assets online, so i was always able to get an answer to my questions and basically learn a lot during the development process. An in-house camera & character controller were created for the main character but also an health & points system and even a spawn "rebirth" principle. Everything was then build and finalized in Unity (traps, secondary animations, props insertion, sounds, menu...).