As an animator, for this stage of the project, I had less involvement in the blockouts for the level. However, I was still able to contribute by testing the rig given to me by the tech artists on my team. First, I worked with the other animator on my team to come up with a list of the animations we need for the game. This included idle, run, and walk cycles for both our playable and interactive character, as well as character specific animations like a grab animation for the killer (player character). I then tested the rig for the killer character and created a proxy grab animation for when he collects objects in the level. I was going to make more animations for our interactable character, the old man the main character kills, however that character was not rigged in time so I was unable to test that one. Hopefully by next week, I can catch up with those.
















