Solar Sails
Solar Sails
​
Team Size: 6
​
Engine: Unity
​
Development Time: 16 weeks
​
Contributions:
​​
Solar Sails is a science fiction first-person shooter in which the player must board a treacherous enemy vessel and destroy it from within, with the help of a witty artificial intelligence. This game features a host of movement options such as a grappling hook and zero-gravity segments and allows the player to utilize these, in tandem with two weapon - a shotgun and a pistol - to achieve their goals.
​
Below are some of my contributions, along with a minute of gameplay:
Gameplay:

This gameplay takes place in the main enemy ship scene and demonstrates basic flow, movement mechanics and gunplay.
For this project, I was tasked with being the sole Animator on the project, animating a good deal of the players arsenal and some environmental pieces. Seen below are the various pieces I animated, including any potential rigs where applicable.
3D Animation:
Player ~ Pistol
During development, I was tasked with rigging and animating the pistol weapon in the players arsenal. This specific weapon was a unique challenge because it was a rapid semi-automatic weapon, so many of the animations couldn't be as long as I was used to working with. For this weapon, there is a:
-
Ready animation
-
Firing animation
-
Reload animation
​
Pictured to the right is the
rig for the weapon and
accompanying hand model
Player Ship ~ Bulkhead Door
During development, I was tasked with creating a variety of animated environmental pieces, including doors for both the Solarius and Alcatrazar ship scenes. This proved to be a unique challenge as it was the first time I had animated something inanimate. I also needed to develop an opening and closing style for the doors that fit the high science fiction setting we were going for.
Enemy Ship ~ Bulkhead Door/Generator/AI Core
To add some variance to the prop design, I opted to animate some additional environmental assets for the enemy ship. These culminated in the Generator and AI Core props.
As mentioned above, I needed to develop doors unique to each playable scene. For the Alcatrazar door, I chose something a bit more impactful, while also maintaining a distinctly science fiction aesthetic.