During pre-production the animations were created using sprite sheets, which compiles a series of images into a single file. While this method allowed for more control over the animations, the process created large file sizes and did not allow for the ability to swap Rory's body parts around, an integral feature to the uniqueness of the project.
After moving into production, it was decided that doing in-engine animation would be the best method for keeping file sizes manageable, and allow Rory's parts to be rearranged. To accomplish this, Rory pieces were imported separately, and a nesting structure was built in Unity.

You may also like

Back to Top