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RFP In-Game Animations For Arena Fighter
RFP In-Game Animations For Arena Fighter
We need help with the planning and creation of several animations to be used in a arena fighter video game.
● States:
○ Idle
○ Hurt Light
○ Hurt Heavy
○ Dash x 4 (walk forward, backwards, strafe left, strafe right)
○ Walk x 4: (walk forward, backwards, strafe left, strafe right)
○ Death
● Combat:
○ Hit Light [L]
○ Hit Heavy [H]
○ Basic Combo 1
○ Basic Combo 2
○ Basic Combo 3
○ Advanced Combo 1
○ Advanced Combo 2
○ Advanced Combo 3
Slice of Truth H H
Shared by all
Destiny L L H Keymasters with
Sword/Shield.
Epiphany L H
*H+R is a command shared across all Champions that executes their family move.
The Moveset is then expanded by the Champion’s Parts. Each Part
adds a predefined move. The Essence of the part changes the
effect.
The quality of the part changes the value.
Arcane Wings Slice of Truth H H
Death Horns
Life Claws Shared by all
Death Tattoo Destiny L L H Keymasters with
Sword/Shield.
Epiphany L H
Shared by all
Flight of Justice L H H Keymasters with
Sword/Shield and
Wings.
combat
*We expect these to be easier since changing the weapon will not affect the whole animation and can be recycled somewhat.
GRAND TOTAL: 276 Combat animations + 288 Combat animations = 564 animations
Combat Animation Planning
As mentioned before we need help with
the planing (design) of ONLY the combat
aniamtions.
What we require for approval before the
animation can be done is a simple
drawing that clearly show the main
silhouette at the moment the character
hits the enemy, and how the combos can
flow together.
Here are some examples:
The champion families
1. Whisperer (Male)
2. Daruk (Female)
3. Fenrir (Male)
4. Karkadon (Male)
5. Keymaster (Female)
6. Gatekeeper (Female)
7. Grendel (Male)
8. Il’gra (Male)
9. Vitra (Female)
10.Seris (Male)
11.Saadari (Female)
12.Aos (Female)
The 12 families
Note: characters with wings, will have the wings closed/folded during combat.
The 12 families
Note: characters with wings, will have the wings closed/folded during combat.
The 12 families
Note: characters with wings, will have the wings closed/folded during combat.
Animation Brief
The animations will be scripted, here’s an example:
- Heavy Attack:
- Heavy Attack Animation: 54 Frames - (10 Windup, 20 Active, 24 Recovery)
- Attack Area (length x width) : 1.4x2,
Idle
Move (walk forward, backwards, strafe left, strafe right)
Light Attack [L]
Heavy Attack [H]
Defense
Dash (forward, forward left, forward right, backwards, backwards left, backwards right, left, right)
Combos (by pressing the [H] and [L] in specific combinations)
Animation brief
Idle
- Idle is the default position of any Character. In the absence of player input, the Character will
always revert to his idle animation.
- The idle animation should be a loop of around 30 frames.
- It should also allow for easy transition into the other animations for the Character.
All attack animations are split into 3 stages: Windup, Active, Recovery. Each stage takes a
number of frames within the animation.
This will be key to manage interactions between attacks and defenses.
l Top View
Animation brief
Attack
- When pressing the attack button (A), the Character will perform a light attack.
- Usable during: Idle, Defense, recovery phase of an attack.
- Champions will be able to perform two attack types: light and Heavy.
- light Attacks are faster and deal less damage, while Heavy attacks deal more, but are slower.
Dash
Dashing (Y) allows the Champions to quickly move in the desired direction. This will allow
players to dodge attacks by moving outside of the hitbox or close in on an opponent.
Top View
Animation brief
Hurt (light and heavy)
- While an attack is taking place and before that attack’s recovery stage, players can press any
attack button. If the button pressed follows a Combo in the Champion’s Moveset, the attack
animation belonging to that step in the Combo will be executed next.
- This causes the recovery animation of the current attack to be cancelled and begins a new
attack animation, starting from the windup animation.
- These combo attack animations are unique for each branch of the Champion’s
Moveset. For example a Combo that goes (R, H) will use a different animation for the
second attack (RH) than the usual Heavy attack animation. Another Combo for that
character that goes (R, H, R) will use the same second attack animation from the
simpler combo (RH), and will use a different third attack animation than the light
attack animation (RHR).
- If the attack button pressed does not follow a Combo in the Champion’s Moveset, the
input is ignored.
- If several buttons are pressed in succession, the last button pressed before the recovery
animation of the current attack is the one that will register.
Animation brief - preliminar footage
Here you can see a reference of characters and the type of motion and movement of the camera.
Actuality we would like our combat to be a bit slower and we want our animations to read much much
better than this.
What do we need now?
- Quote for the planning of 24 animation sets of combat (276 animations) in USD
- Quote for all 24 animation sets (564 animations) in USD
- Production timeline, how long will it take to deliver the animations. We could break
it up per character or per set.
Thank you.