Character Rigs - Bisque Bash

Run Cycle (Both Rigs)

Fired Character Rig Exercise

Fired Character Rig

Fired Character Rig

Unfired Character Rig

Unfired Character Rig

In-Engine Animations (Hammer Boost, Hit, Idle)

In-Engine Animations (Hammer Boost, Hit, Idle)

In-Engine Animations (Hammer Jump, Run)

In-Engine Animations (Hammer Jump, Run)

In-Engine Animations (Pushing)

In-Engine Animations (Pushing)

Character Rigs - Bisque Bash

As a part of the 2025 Montreal Ubisoft Game Lab Competition, I was tasked with creating a character rig from scratch for "Bisque Bash", our game submission. We had a total of 10 weeks to work, so after getting the model I spent 2 weeks on the rig to give myself as much time as possible for animation. Bisque Bash has two playable characters, so I made one rig for both models to allow for animation files to easily transfer between the two of them.
I was also the animator for this project, and I chose to animate in 12 fps with a straight-ahead animation method to mimic a claymation style for our clay characters. I made 11 animations in total, including three locomotion cycles, that I imported alongside the custom rigs into Unreal Engine 5.

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