----- Overview -----
The "Wobblotl" enemy was modeled, textured, rigged, and animated by myself in just 24 hours (accumulated, not in a 24 hour period). I was not responsible for the character design. The model is just over 2K polys. I wanted to keep the poly count low because several Wobblotls are planned to appear in the camera frustum at the same time. The wobble effect on the back hump was created using Unreal Engine animation blueprints. I also created a bubble control in Maya to further hone the control of the hump in animations in order to exaggerate certain movements. This enemy was created for my game "Jungle Jim".
----- Design -----
The enemy is very basic as it is the lowest ranked enemy in the game and primarily exists to allow the player to test their different attack options. I wanted to design enemies in a way that would allow level designers to use them in many different platforming scenarios, so I made the bubble of the Wobblotl act as a trampoline when the player bounces on top of it. We actually had this intention from the start, so when I was discussing the design with its concept artist we were naturally led down the route to creating a cute and wobbly enemy.
----- Personal Thoughts -----
The reason I created everything so quickly was because I wanted to get the enemy done before my semester started! I was surprised that I was able to create such an effective model and rig so quickly, because I had also used this project as an opportunity for me to relearn many parts of Maya after a few months of break. The rigging especially I was happy with how much of the process I remembered perfectly.
Wobblotl Unreal Showcase