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Fantasy Punch Up Dungeon Crawler - Commissioned

I was commissioned to work on a client's game that was to mix a roguelike dungeon crawler with the arcade game 'Punch Up'. I loved the concept, so I had to jump aboard. The interesting challenge with this project was providing great detail, smooth animations with clear, readable attacks and responses. The key I found to achieving this was to animate from the perspective of the gameplay, using the player character as an anchor point for the animations. This allowed me to keep in mind how long an attack needed to be and the width of the hitboxes. Since the player can dodge left, right, and duck. I needed to keep in mind how my artwork could support the readability of these directions.

The 'Kobold' was to have 7 attacks. When a character's weapon is a spear, and you're tasked with giving readable and unique wind-ups for each attack, I found the key was to focus on making sure the point of the weapon was angled differently for each wind-up, and using the head of the character to indicate differences in attacks. The result of this meant that each windup could be read, and the player was able to become familiar with attack patterns.

An early version of the game's combat.

An early version of the game's combat.

A few animations for the 'Kobold' (I will always put that in quotation marks since we had to make him taller...put him on the stretching rack...).

A few animations for the 'Kobold' (I will always put that in quotation marks since we had to make him taller...put him on the stretching rack...).

I found it essential to animate from the direct view the game is set at with the Player Character as reference in front.

I found it essential to animate from the direct view the game is set at with the Player Character as reference in front.

The original enemy that they gave as a point of reference. They said they wanted to capture this vibe but weren't married to that specific artstyle. I really enjoyed the dithering for the darker areas and how the style played with shadows for detail.

The original enemy that they gave as a point of reference. They said they wanted to capture this vibe but weren't married to that specific artstyle. I really enjoyed the dithering for the darker areas and how the style played with shadows for detail.

Reference provided for the 'Kobold' a Skaven Clanrat, and some iterations. The smaller design was more cohesive but the problem with it became clear, at that size he was covered by the character during gameplay. I made him taller for readability's sake.

Reference provided for the 'Kobold' a Skaven Clanrat, and some iterations. The smaller design was more cohesive but the problem with it became clear, at that size he was covered by the character during gameplay. I made him taller for readability's sake.