πΎπππ π½πππππ
Rigging and animating, mostly just winging it.
Designing Rhythmic Combat for an Isometric Brawler
Before Shot One Fighters was a fighting game, it was a top-down isometric action game. We called it the brawler prototype internally because we wanted to draw a hard line between what we were buildin
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Shin Rigman
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Shin Rigman
Personal
Designing Rhythmic Combat for an Isometric Brawler
Before Shot One Fighters was a fighting game, it was a top-down isometric action game. We called it the brawler prototype internally because we wanted to draw a hard line between what we were buildin
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Shin Rigman
Personal
Capturing That Classic Fighting Game Feel with Volley
Volley is a battle-hardened cybernetic mechanic shaped by years of survival and fierce self-reliance. Her animations needed to show that scrappy, adaptable fighting style. The challenge was nailing th
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Shin Rigman
Personal
Campsites in the Chaos Dimension
#Personal
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Shin Rigman
Personal
Building Toward Our First Public Release
After EVO 2025, we basically disappeared for months working on the core systems. A lot of that time went into refining the behavior trees, fleshing out new enemies to fight, and polishing environmenta
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Shin Rigman
Freelance
Syndicate Agent
#Freelance
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Shin Rigman
Personal
Custom Rocket Engine Rig Solution
Building a rocket engine rig that animators could actually use without fighting the system was the main challenge here. The goal was creating something that expanded and contracted convincingly while
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Shin Rigman
Freelance
Weaver
#Freelance
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Shin Rigman
Freelance
Police Boss
#Freelance
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