• 2D animator for fantasy browser-game

Hi!

Thank you for taking time to read my proposal. I believe I am a good match for your project and can provide you with the service that you need.

I am a professional 2D animator and digital illustrator with over 5 years of experience. I have worked on similar projects with other clients before. I am willing to take an initial test for you to show my capabilities, if needed.

I am interested in a long term working relationship. I am capable of animation, game design, character design, concept art, and background design using different art styles as needed.

Here are some of my previous works:

https://vimeo.com/345427238

VIMEO: https://vimeo.com/kheillustrations

ARTSTATION: https://www.artstation.com/khei_espinoza

I have some more samples here, that can fit what you need. just give me a ping.

I look forward to working with you and further discussing the scope of your project.

Best regards,
Khei

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Hello Khei!

Thanks for message! I really like your portfolio! Can you share your hourly rate please?

Thanks,
Jan

Thank you for appreciating my portfolio!
My hourly is: 20usd
It comes with a project pipeline for the whole project so it can stay organized the whole product process!
You can send me can definitely send me an email: <removed>

4 giorni dopo

Hello! let me know if you're still interested 🙂

Hi! I didn't forget, just a new issue came up. We are trying to figure out what is the best way to implement the animations. The thing is that each character is made of 3 parts (head, weapon and armor (arms, torso, legs)), but we need to be able to change any of these parts depending on player selection + have possibility to expand the number of assets indefinetely. Would you be able to help with this as well? Thanks!

Hello! I believe that best way to switch the character's assets is through skins, that way, player can mix and match the items with ease. 🙂

There won't be a character type or so. We need to make several animation skeletons and map on them each armor, each head and each weapon so we can create any combination. I think that Skins have one atlas file which is limited in size. So I think that the solution would be in individual atlas for each asset, that will include animation of the asset for every skeleton type (attack, defend etc.).

Majority of games have like a character you can select and then just improve his hair, buy predefined better armor etc. that's when you can have everything in one atlas, but that's not our case. I hope I explained it well.

I understand what you meant, I had a similar client where in we had to make multiple skeletons according to the attachments like hats, clothing, hair etc, all separated from the body skeleton (base). they work together as long as the animations of each attachments are identical to the base (body skeleton)

While working on mixing and matching the files, we have this master file wherein all of the skeletons are visibly present. just to make sure animator can check if they all work together.

after that, they'll all be exported separately so each attachment has its own respected atlas file. 🙂