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Game description
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UnincrediBall is a VFS student final project produced by a 6 person team in Unreal. It is a 3v3 MOBA sports variant brawler for the PC that uses a 3D cartoon art style. In UnincrediBall players take on the role of reject superheroes, with the game being focused on fast and intense gameplay.
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Below are some screenshots and a gameplay video.
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Roles & Responsibilities
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Character artist and animator
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6 Characters Designed
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Hand animated 50 gameplay animations in Maya, such as run, jump, and attacks
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Edited 80 mocap data files for nongameplay animation, such as taunt, win and lose
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Cinematic & Credits
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I had no 3D experience before, so this project was a huge challenge as well as a great learning experience for me. Along with getting to use motion capture, I was also able to hone my animation skills to better show different personalities of individual characters.
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Character: BackFire


Character description:
BackFire is a character with a water gun behind his head. His concept was a character whose attempts would always backfire. I designed a character with a normal gun behind the head at first, but to fit the cartoon and funny game style, I picked this one as the final version. Bright colors and the theme of a diver rounded out the character by giving him an interesting personality.
For animation, because of his duck shaped body, I designed a funny duck performing style for him.
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Here are some design concepts and animation gifs.
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Character: Sunny



Character description:
​Sunny is a fun loving peaceful character. Her gameplay design was a character who could shoot a beam. I added some natural elements like a sunflower, and a hula skirt. The sunflower served as an important prop, and giving it a face really brought out the personality of this hero by adding comedy to the character.
​For animation I gave sunny some peaceful and sweet performances.
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Here are some design concepts and animation gifs.
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Character: Bigmatt



Character description:
The idea behind Big Matt was a heavy bouncer burger tank. After I put the Burger around the character I felt that his head was too empty, so I added a french fries mohawk with ketchup to balance him out.
Big Matt is a slow heavy character, so his animations are all cumbersome but powerful.
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Here are some design concepts and animation gifs.
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Character : BPM



Character description:
We wanted a speedster with a long distance attack, so we picked a DJ themed hero as an attacker. I had the idea of making her hover on top of a floating disc which would allow her to speed across the arena while throwing discs as weapons. I also added some glow effects to fit the DJ feels.
​BPM's animations were one of the more challenging ones for me, as her floating animations had totally different motion principals compared to the ground characters. To get a better idea of this, I watched some skateboard videos as reference which were a great help. ​
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Here are some design concepts and animation gifs.
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Character : Bagman



Character description:
In a reject superhero game, we wanted someone who represented a 'classic' superhero as well. So a hero with a headgear, and leotard was our choice. To maintain the theme of the game however I put a bag on his head, and gave him a newspaper cape to make him seem ridiculous like a reject superhero should.
As a 'classic ' superhero, Bagman is confident, and so his animation performances all showed his complacent and smug nature.
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Here are some design concepts and animation gifs.
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Character : Rubber Girl



Character description:
The idea for this character was a defender with rubber bands wrapped around her whole body. To make her more interesting, I added two big pigtails to show that she is a cute kid.
Rubber Girl is a bouncy but shy character, and so the challenge with her animations was to balance these two aspects of hers. To do this I made her face always look downwards to show her shy side, and contrasted that with active movements to show her bouncy personality.
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Here are some design concepts and animation gifs.
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Team


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We are a 6 person team with 1 project manager, 2 programmers, 1 level designer and 2 artists.
The team is balanced and we work very well together. We would never hesitate to communicate and hold discussions to figure out solutions whenever we face a problem.
I feel this shows in the game that we made together and I am very proud of our work.
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