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Big Boy BoxingEventsBig Boy Boxing Our Animation Process
Community

Big Boy Boxing Our Animation Process

Big Boy Boxing · published 14 Nov 2021, 17:56 UTC

All eventsPlayers around this dateRead on Steam

Hey!

I've been asked by a few different people about how our animation process for Big Boy Boxing is like, and although I don't think we are doing anything very different I'll still share how our current process generally looks like!

ːcoindlcː First, we make a design for the character. There is a lot of back and forth here, and we never stress completing a design. Instead, we let ideas grow naturally into designs.

ːcoindlcː Then we make animatics for the character, that convey their motion very broadly. Already in this stage, we put these assets into the Game Engine and start doing internal testing for the game feel.

ːcoindlcː After that, we will make keyframes at roughly 6FPS. Sometimes we actually remove details in the design to make it more "animation friendly", however in this particular case with Freezy Boy, we did not need to remove anything.

Example below of "animation friendly" implementation, buttons and certain lines are removed when animating.

ːcoindlcː Finally, we will manually extend the animations into 24FPS, this is the point of no return, so any alteration to the design needs to be done before this step!

ːcoindlcː That is about it! In the future, I could make another devlog that goes a bit more in-depth into our process, and also show off some of our custom development tools!

Extra: Here are some other 24FPS Idle animations for you to see!

The best way to support us is by Wishlisting Big Boy Boxing! ːsteamhappyː (And follow for more news!)

https://store.steampowered.com/app/1680780

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