top of page

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.

Animation
bottom of page