SPACE LEEK
An Onion Odyssey
Animation & UE5 Implementation

Project Overview
​​​This was my first project working in Unreal. I gained a ton of new knowledge of the entire animations pipeline and had so much fun working on this project.
All 3D-models were provided by our 3D-artist Nora Gate, check her out here!




From sketch... ...to finished product
Animation
Rooty is the main character of the game - a small daffodil with a happy-go-lucky personality!​​​

Attack
Since Rooty is essentially a ball with tiny legs, I tried to exaggerate the stem and flower movement. In this attack animation the stem expands and the flower scales up to add more oumph!

Run
I had a lot of fun animating the sway and the follow through on the stem!

Jump
The jump animation was broken up into three parts - jump start, jump loop and jump end. This was to allow variable jump height later on in the engine. The vertical movement here is just to get a feel of the different parts of the jump.

Death
The faceplant of death. RIP Rooty :(
Implementation
I was responsible of the entire animations pipeline, including implementation.
I implemented the animations using the Animations Blueprint in UE5. I worked closely with the programmers to ensure the animations worked as intended.
My work also affected the sound designer and the VFX artist. Anim notifies came in very handy when triggering certain sounds or VFXs!
These snapshots are from the ABP Anim Graph. They are responsible for the Death, Respawn and Heavy Attack animations respectively.


And this is what the State Machine looks like!

This video is a simple walkthrough of how I created the basic movements - idle, run, jump - for Rooty in UE5 using Animation Blueprints.
Other characters
Apart from the main character Rooty I also rigged and animated 3 different types of enemies.

