Animation Step 1 – Producing the Assets
As our resident artist, Luke is in charge of both producing our assets and also is taking the lead on designing the look of the game.
As mentioned in a previous post, this means creating assets for every action a character does in left/right (Unity can automatically mirror them, so you don’t need to make both), forward and backward. Often there’s a two-thirds or diagonal movement too.
For this, Luke is working in trusty old Photoshop. It’s a tool most digital artists will be very familiar with.
For the sake of experimentation, he’s also done some hand-painted work but it’s a lot more process-intensive and takes more time.
The idea is to create sprites that can be used in multiple settings and different ways. Take, for instance, these hands.
Rather than individually making each frame of an animation – each movement of a whole character – it’s much more effective to create each part of an animation separately. These version of this hand can be used in a range of different actions and cutscenes as often as we need to. And we might also be able to use them for multiple characters.
In Photoshop, the layers need to be ordered correctly and it’s probably worth noting the details of the colour palette. It’s also important to take notice of the size of the artwork you’re creating and ensure consistency. If you cobble together one character and they’re twice the size of another it makes scaling them an additional and unnecessary bother. Likewise, if your up/down walk cycles are sized differently to your left/right ones, it involves a lot more tweaking to fix it up later.
Once the artwork is completed in Photoshop (or wherever) it’s a static item that’s ready to be imported into Unity, probably as something like a .png file or something that maintains a transparent background. But that’s just step one.