Notes

Notes

Notes

Tools

Tools

Tools

Unity—Intergalactic Dance Domination

Unity—Intergalactic Dance Domination

Unity—Intergalactic Dance Domination

Playing in Unity, the focus was on learning how to rig up characters to animations. This led to making them dance, in what would become an intergalactic dance domination—a universe far away where warriors battle it out with their moves.

I then explored setting up particle systems for stars, which when projected a certain way makes it look like this is happening at tremendous speeds, which not only cool but adds a level of cinematic drama, because why not.

Speaking of particles, I went a bit crazy with them—particles everywhere.

Last was tweaking Unity's render settings to create a retro, ink-inspired color grading. This was pushed pretty hard, and with added graphics adds a nice pulpy feel to the whole thing.

Playing in Unity, the focus was on learning how to rig up characters to animations. This led to making them dance, in what would become an intergalactic dance domination—a universe far away where warriors battle it out with their moves.

I then explored setting up particle systems for stars, which when projected a certain way makes it look like this is happening at tremendous speeds, which not only cool but adds a level of cinematic drama, because why not.

Speaking of particles, I went a bit crazy with them—particles everywhere.

Last was tweaking Unity's render settings to create a retro, ink-inspired color grading. This was pushed pretty hard, and with added graphics adds a nice pulpy feel to the whole thing.

Playing in Unity, the focus was on learning how to rig up characters to animations. This led to making them dance, in what would become an intergalactic dance domination—a universe far away where warriors battle it out with their moves.

I then explored setting up particle systems for stars, which when projected a certain way makes it look like this is happening at tremendous speeds, which not only cool but adds a level of cinematic drama, because why not.

Speaking of particles, I went a bit crazy with them—particles everywhere.

Last was tweaking Unity's render settings to create a retro, ink-inspired color grading. This was pushed pretty hard, and with added graphics adds a nice pulpy feel to the whole thing.