Animation

Based on the Week 9 playtest, I would be creating a small sparkle animation for the key item picked up in the corridor. I initially added this to the background, shown below, before realising it would be easier to add to the game as a separate asset.

I sent Suri the sparkle animation as a gif so that she could convert it into an mp4 file and add it to the game, but I didn’t like the way that converting the animation into a gif made it look, as it removed the transparency I had added.

Due to this, I decided that I would try to implement the animation myself by exporting it as a spritesheet from Aseprite and animating it within Unity, which was successful, the result being shown in the video below.

This was a more useful asset to implement than I realised at the time, since the sparkle is an ambiguous signifier to indicate to the player what they should do next. The ambiguity means that this asset can easily be reapplied to different contexts and used as a signifier elsewhere in the game.

Ending Animation

Hayley was in charge of the animation, but coming up to the last playtest we decided that I should help her finish it.

Storyboard made by Hayley

I helped with some of the colouring, shown below. I tried to keep this in line with the colour scheme of the rest of the game, but decided to stray a bit from the original palette since I wanted to underline the fact that this was more than 30 years prior to the start of the game, since this showcases Rose’s backstory and motives. This animation can only be seen at the end of the game if the player correctly states how Laura died in the end. The final end animation can be seen on our group blog here.

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