It was a difficult task, as I've never animated for a video game - there isn't as much freedom with the acting, since the camera is fixed in one angle and everything needs to be timed out to work with the player's button input - That being said, I tried my best to make sketchy as alive as I possibly could
Here are the animations I did for Sketchy:
Idle:
I actually gave him two idles, so when you stop, he'll do a little animation to regain his composure, from there he'll just do that standing around loop, with the occasional blink
Walk:
Had the most difficulty with this one - the arm swings can give the character so many different personalities - in the end I went for a very dainty and friendly walk cycle - here are the arm swings, I tried:
Jump:
This was another tricky one, because you can't have an anticipation to your jump - otherwise there will be a delay from the time the player clicks the jump button, to the character actually performing the jump - that button to action thing needs to be instant for nice game feel.
I also had to make a jump poses very distinct yet vague - it needs to work so that in any point of the jump, it could transition to the falling animation without it looking too jarring - the pose also needs to work for a straight up-down jump, as well as a moving jump.
Falling/landing:
I added a nice squash-stretch-idle pose for the landing - just so the impact felt like his fall had some force to it - while keeping that cartoony feel consistent
Wild take:
Speaking of cartoony and falling - at the very beginning of the game, I made a huge drop that eventually scares poor sketchy into an elaborate wild take before splatting on the ground.
This little interactive cut-scene establishes the cartoony aesthetic and mood of the game, before anything else
The next thing you are introduced to, in the game, are the limited animated stereotype characters - I had an absolute ball animating these guys!! since it was making fun of lazy animation, I found out I had a surprising amount of freedom with their acting, despite it just being talking and idle animations:
As for the enemy, I put a bit more effort into that one, as a gross glitchy fusion between sketchy and limited art styles
This little guy is asymmetrical, so I have to redraw his walk, almost completely - i think only the feet and tuft of hair are flipped - In the game, this character is quarantined behind a fence
I was also able to get a special guest appearance NPC from my friend's game 'Bronze origin'!! I am so honored to include, in my one-level game, their amazing character, Crate!!!
On the topic of sharing (and on a slightly less joking note), My game kind of seemed a bit too basic for my liking - there was a lot of empty space, so I also got some help from Gino - who suggested a wheel barrow - a wheel barrow that I totally took credit for
I traced it and gave it a bit more variations so it fit with my game's style more - Here's how it turned out
I already have a lot of subtle background stuff like blades of grass and pebbles and such, but I found tillable graphics can only get you so far - So the wheel barrow really added to my level's detail
The items ended up being really fun, and the little twinkles that happens when you collect them turned out so nice
For the end of the game, I just put in a little thanks for playing graphic ala any NES game
I feel like this game is pretty polished, however if given more time, I could have expanded on some of the concepts - the UI was a pretty quick edit, I changed the dialogue boxes and font to fit the game's aesthetic - I could have added buttons and such.
The floating platforms also could have been done better, I've just changed the colour to the green - it currently looks weird without the dark green outlines.
I took the sound effects from previous works of mine, so some of them are a little out of place - but it works for some part, like the enemies and the falling - the little sound blips for the pick-ups seemed like more of a banjo kazooie game - i think something more delicate like a twinkle would have suited better













































