Procedural Weapon systems are great for full-feature development. Early in development you can quickly concept, iterate and develop weapon systems that look and feel good with 100% procedurals.
As development progresses and you start finalizing keyframe animation content you can still utilize Procedural Animation (pulled back) for things like Movement Sway, Look Sway and having control modifiers for key framed data to facilitate it to specific needs.
[BREAKDOWN]
I am responsible for:
• Technology Framework
• Rendering / Graphics
• Lighting / Composition
• Technical / Theory
• Level Design
David "PRAZ" Prassel
• Game Designer
• Producer
• Lighting Artist
• Technical Artist
• Surfacing
• Level Designer
• Cinematics & Sequencing
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Visit my portfolio:
https://dprassel.artstation.com/
RE-CREATION
/rəˈkrēˈāSH(ə)n/
the state or instance of creating again or anew
RECREATION
/rekrēˈāSH(ə)n/
activity done for enjoyment when one is not working.
The majority of movement here is handled procedurally, including:
1. Player Movement Sway
2. Weapon Look Sway
3. Firing
4. Crouching
5. ADS
6. Sprinting
Only two animation content pieces are used in this demonstration. Even these are enhanced by additive procedural motion, however:
1 = Pickup (@ 0:02s)
2 = Reload (@ 0:10s)
[ Video Breakdown ]
[ Video // Rapid Prototyping ]