Released: 2012/2013
Publisher: Appy Entertainment, Inc.
Platforms: iOS, Android
My Role: Art Manager, Animation Director
After the success of our first RPG and free-to-play game, Spellcraft: School of Magic, we wanted to build off that experience and develop an even more ambitious game. Animal Legends would feature the largest number of animated characters and world building features ever developed at Appy Entertainment. The game would also feature a large inventory of items that can be purchased including weapons, gear, and buildings.
The biggest challenge for the art team was to generate a large number of assets that included ten heroes and dozens of enemy animal combatants. Each hero has customizable gear including: helmets, shoulder armor, chest armor, weapons, shields, shin armor, and boots. Each gear was custom designed and unique to each hero. We had to develop customizable gear tech that work seamlessly with the user interface and gameplay. There were also 16 different buildings for building your animal empire.
Like our other ambitious games, we were heavily reliant on our outsourcing partners and vetted freelance artists and animators to augment our art production. The challenge here was that the game was a very different art style than previous work we’ve collaborated on in our past games. It took time, loads of feedback, and some training to prepare the team for production. Careful work was done in building detailed outsourcing reference packets that left nothing to chance or interpretation, and regular meetings and feedback sessions pushed the limits of our art team’s ability to maintain schedules while managing the efforts of the outside assistance.
We continued to use Apple Motion as the tool of choice for rigging the characters and character animation production. Each character had a set of combat animations that included attacks, reactions, intros, death, and special moves. The FX for the game were more complex than previous Appy games and was a crucial component of the combat experience. The FX was used to highlight hero and enemy states, special magical FX, crushing and impactful reactions. The world had a number of ambient animations that included building construction, thicket and land clearing, and building idles.
The animation direction was concentrated on giving personality and attitude to the hero characters and accentuating the character design with charm and humor. The enemy animal characters had loads of attitude themselves and were a diverse roster of eccentric characters. We used 2D puppet animation techniques layered with FX and utilizing squash and stretch for additional weight and punchiness. Offsets and subtle secondary animations were crucial to achieve natural looking motion especially on the gear and armor pieces layered on top of the hero characters giving that extra amount of thoroughness that showed depth and attention to detail in the character animations.