
About This Project
Idiot Sandwich was a group project for my animation class I took at Simon Fraser University. We created a fully functional game in the Unity engine utilizing all the skills we learned in that class including 3D modelling, texturing, rigging, and animation. I was primarily responsible for the rigging and animation on this project, however I contributed by creating meshes and contributing to the creative design of the project. Idiot sandwich began conceptualization at the beginning of June 2020 and finalized it's current build on August 16th 2020

Rigged model of player character
This class was my first introduction to animation and rigging, through the teaching of my instructors Servet Ulas, and Emily Chow. Bringing life to 3D objects is what I was able to latch onto the most. It fascinated me the subtleties you could add to animation to really sell the motion of a person or object. As such I took on the primary animation roll in this project. A majority of the animations seen in game are all my work and I was responsible for creating separate rigs for third person and first person animations. The project's goals were always to create a fully realized game when all that was required for the project was a simple animated short. From here we planned out the project by deconstructing what tasks would take place over the next three months and separating them into different priorities on how and when they would need to be completed in development. Meshes and programming took place in the first month, creating all of the assets we would need for a tech demo. From there we moved onto texturing and animating for most of July. For the final few weeks of development the team was focused on playtesting and bug fixing. The main challenge throughout the course of this project was the scope of it as we were taking on more than was expected from us in this time, and it was many team members first experience working on a game. As a result, a lot of decisions were up in the air and felt a bit loose through development. However good Leadership eventually led us to a project all team members were satisfied with.

Character model rigged with animations interacting within a demo environment
Additional Team Members:
Berke Boz (Programming)
Chell Li (UI/UX Design)
Mahima Agrawal (Meshes)
Tracy Chen (Meshes/Texturing)