The demo presented here encapsulates the complete game walkthrough, featuring meticulously developed character and enemy animations that define the project’s unique aesthetic and technical depth.
To start off with the detailed animations, we got the playable character Noah.
Along with the playable character we got the main enemy, Salad inside his RGM.
Then we got the most basic enemies, the scientists, showcasing their animations with all the different versions of scientists made.
Coming next to them we got the other enemies, the guards, these ones showcasing a more complex attack animation.
The round it up we got the turnarounds of all the character, the main character, the secondary characters (including their variations) and the final boss.
In reimagining a conventional 2D game concept as a fully realized 3D experience, I challenged myself to stick to a traditional industry-standard workflow to deliver a project with both artistic vision and technical precision. This endeavor reflects my commitment to innovation and my ability to push creative boundaries within the industry.
In Mopping Mayhem, I took an independent approach to elevate every aspect of the game’s presentation. Each element was meticulously crafted in Blender from the dynamic animations of four main enemy types (and their variations) to the seamless integration of gameplay mechanics using Unity and C#.
Every animation sequence, from the fluid movement of the main character to the complex attack patterns of the guards and the final boss, was executed with precision using industry-standard techniques. The project also features a minimalist yet functional HUD and thoughtfully designed audio elements that enhance the overall immersive experience.
Every element, from character turnarounds to environmental interactions, was developed to exceed conventional standards, demonstrating my ability to deliver high-quality, technically robust projects under demanding timelines.
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