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Ohad Raz - 2020 Animation Highlights!

Some of my favourite highlights from my animations in 2020.

The chubby and skinny guys are the Minibozus from Sunward Isles - The Night Parade which you can find here - https://steamcommunity.com/sharedfiles/filedetails/?id=2115544857

Grey stonelady and the crystals next to her are from Farmstead+, a mod currently in beta testing that expands upon Darkest Dungeon's "The Colour of Madness" DLC with extra content.

The crab creatures from the last pic are from the Raiju add-on for Sunward Isles, which adds a new boss and its disciples based on the myth. You can find it here - https://steamcommunity.com/sharedfiles/filedetails/?id=2133515740

These two sprites are skins of the same enemy. So I decided it'd be much more efficient for them to use the same skeleton! Orange is the colorcoding for the skinny version, green for the chubby.

These two sprites are skins of the same enemy. So I decided it'd be much more efficient for them to use the same skeleton! Orange is the colorcoding for the skinny version, green for the chubby.

The main character sprite is an edited one made by the project's main artist. The glowing highlights were made by me, and fx was both reused and made anew. Through slot colors, and the keyframes, I created this incredibly satisfying animation.

The main character sprite is an edited one made by the project's main artist. The glowing highlights were made by me, and fx was both reused and made anew. Through slot colors, and the keyframes, I created this incredibly satisfying animation.

Initially these were meant to just have the "reflections" on the sprite. Then I decided to create colorcoded versions of the enemies they're based on, and through mesh deformation give off the feeling of alien distortion it needed!

Initially these were meant to just have the "reflections" on the sprite. Then I decided to create colorcoded versions of the enemies they're based on, and through mesh deformation give off the feeling of alien distortion it needed!

For these I did not actually pull anything particularly clever, but I worked in close communication with the artist and co-animator and I made sure to incorporate little touches of consistency with the base game, such as how lightnings are handled.

For these I did not actually pull anything particularly clever, but I worked in close communication with the artist and co-animator and I made sure to incorporate little touches of consistency with the base game, such as how lightnings are handled.