Hierarchical Animation
I designed a skeletal-animation system that evaluated a hierarchy of bones and applied animation data through the chain. This provided the foundation for animating articulated characters inside a custom rendering framework.
Gameplay Engineer
Unity • C# • C++
A custom skeletal-animation system combined with smooth path following and speed control.
I designed a skeletal-animation system that evaluated a hierarchy of bones and applied animation data through the chain. This provided the foundation for animating articulated characters inside a custom rendering framework.
I paired the animation system with smooth path following and speed control. Matching the character's travel speed to the animation helped prevent the feet from visibly sliding across the ground, producing more convincing movement along the path.