Rose
My honours project focused on an exploration of situational awareness in a gameplay avatar's animations; investigating how gameplay animations could be more responsive to their surrounding environment and context, whilst demonstrating the character's personality.
The final artifact, Rose, applied the theory to a short playable experience, showing the character's animations evolving as the narrative and game progressed.
I produced all content apart from the rigs and audio.
Made in UE4.
Overview
Studio
Abertay University
Role
Solo Developer
Platform
Mobile
Date
2015
Key Skills
Technical Design
Animation
3D Art

Characters
The story focused on a sister and her brother.

And their unexpected separation.

Environment
The world reflected the sister's emotional journey.
Inspired by Matthew Nava's work on Journey, and Kung Fu Panda, I created a colour script to follow her experience.

Pink was the colour of home, safety.
This showed up in the flowers around the windmill, her home.
The pagoda where she sees the ghost of her brother.
And the ending where she emerges out from a mountain pass to a sunset lit blossom tree.




Where as blues represented loss.
After seeing the ghost of her brother, a storm rolls in as she comes to term with his passing.

The rose was symbolic.
Rose: a flower of the prickly stemmed variety.
Rose: to return from the dead.
The rose was symbolic.
Rose: a flower of the prickly stemmed variety.
Rose: to return from the dead.
Animations
I created animation sets to express the sister's changing state.
This covered her idle, walk, run, and reaction which evolved as the experience progressed and her context changed.
Upset
Shocked
Rain
Afraid
Content
Final Experience

Interested in learning more about situational awareness?
My full honours presentation below details out my research and how it contributed to the development of this project.
And, I made cake.
I like to bake, and for the graduate showcase I baked a moving windmill.
It earned me a place in the local paper.




























