DeepSpace is a retro VR spaceshooter where you control a spaceship and have to engage in a battle against deepsea creatures. The main artstyle here was 3D pixel art; a.k.a. voxel art. DeepSpace was part of the BUAS marmalades in my second year of university. The marmalades were game concepts created over a span of two weeks, and another two if the project showed promise.
I entered this project in the middle of production (week 2 of 4). I rigged the main enemy, the Heavy Gunner, and animated it in Autodesk Maya 2018. The animated model was put through a voxel system made in Houdini and then imported into Unreal Engine 4.
This project was short, but I learned a lot about rigging and skinning fundaments. This is why this project is an important contribution to my skillset as an animator!
Heavy Gunner model by: Jens van Kampen
Heavy Gunner animation in Maya, followed by in-engine transformed by Jens' voxel system:
Look at the gameplay footage here:
Process Specifics
Heavy Gunner animations were keyframed in Autodesk Maya 2018.
Heavy Gunner was rigged and skinned in Maya 2018.