DUNJUNGUY

In cahoots with Aga Pito Studios

A tour of the DUNJUN

  • Character Design and Animation

  • Environment Art

  • User Interface & Graphic Design

  • Technical Art & VFX

  • Promotional Art

 

I was the last of 4 to join Team Aga Pito (before we decided on a name). The other members needed someone with experience making art assets for video games, and I had done a game jam before and liked to draw so i figured I was a good fit.

I had no idea how much work I’d be signing up for, but helping cultivate this game with a rockstar team has been the most fulfilling experience I could ask for.

Character Design and Animation

 
The wizard is the first playable character in Dunjunguy, so getting the walk cycles down took a few iterations before landing on something I was satisfied with. Here, you can see how the old design clashed with the perspective of the game. Trying to keep her attitude was a challenge with the reduced design.

The wizard is the first playable character in Dunjunguy, so getting the walk cycles down took a few iterations before landing on something I was satisfied with. Here, you can see how the old design clashed with the perspective of the game.

The lich was a fun expedition in Unity Blend Trees, and learning about parameterized animation in general. Here he is using an aimed, ranged attack in multiple directions.

This Shambling Knight is an upcoming boss fight. Giving it a unique gait and posture has really pushed my limits, but I’m hoping it will lead to a more memorable encounter for the player.

The tavern keeper was an exercise in keeping it simple! Undefined requirements allowed me to not overthink the design, using only 6 pieces in the rig (body, head, upper and lower arms).

The pugslime is an enemy in Dunjunguy, but only by circumstance. He’s just really happy to see you! He also happens to be made of corrosive acid…

The pugslime is an enemy in Dunjunguy, but only by circumstance. He’s just really happy to see you! He also happens to be made of corrosive acid…

The Bullywug can attack at a great distance, and needed to have a strong Anticipation so the player has time to react. Animating this character was great practice with exaggeration and legibility.

Visual Effects

 

when the lich transitions between two of its phases, it explodes in a thick cloud of smoke, with some secondary effects thrown in for that extra juice. the rules for each of these two phases are very different from each other, so it was important that the player didn’t overlook the transition.

Studying how others approach creating a fire emitter was incredibly insightful, and animating these flashy particles was a lot of fun.

trail.gif

A simple slime projectile served as a great material study in viscous fluids, as well as a technical exercise in particle emission systems.

When our team lead gave me the vague request for an “evil magic” effect system, I strove to create a chaotic, swirling, but visually distinct deliverable. Here, I layer bright sparks over dark clouds, some gravity-affected droplets, and a soft glow underneath it all. Creating something “from scratch” without a real-world reference was challenging for me.

When our team lead gave me the vague request for an “evil magic” effect system, I strove to create a chaotic, swirling, but visually distinct deliverable. Here, I layer bright sparks over dark clouds, some gravity-affected droplets, and a soft glow underneath it all. Creating something “from scratch” without a real-world reference was challenging for me.

dust demo.gif

Ambience is important in any setting, but especially in the heart of an ancient dungeon DUNJUN. When the player disturbs the position of the camera by moving around, they’ll kick up great dust clouds in addition to the motes that swirl around constantly. Add some inertia and it creates a pretty convincing effect.

Adding a water projectile to the game was a valuable material study, but also a relaxing and enjoyable departure from the staccato designs I had been undertaking.

Adding a water projectile to the game was a valuable material study, but also a relaxing and enjoyable departure from the staccato designs I had been undertaking.