Rig, animation, implementation
This was the player character in my final game project at Futuregames. I was responsible for rigging and everything related to animation, the rest of the group consisted of a character artist, an environment artist, and 3 game designers/programmers. The game was made in unity during 8 weeks.
Knowing animation is one of my weaker suits, I pushed for a character design with a prominent tail which I wanted to procedurally animate. This way the movement would look more natural and hopefully disguise my lack of skill!
Keyframe animation vs with procedural tail