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Alvin Jangvik

Procedural Animation
I used Unity's animation tool to get target rotation for the joints. So instead of instantly moving the limb to desired location I have a script that moves the limb towards it which gives both a more real and funnier looking movement
AI
The AI is a state machine that uses the same animation controller as the player which gives him the same moves. The different states are move towards player if to far away and if in range choose random move.


Health
Because I used Unity's hinges for all joints you can set a break point of pressure which I utilized so that when the head falls off all controls are lost, both for enemies and player, and works as a death condition.
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