Part 2 (a year later!)
Again, not big into fancy animation tricks/effects.
I'm more of an opacity, position, scale, rotation, color kind of guy - keeping it simpler w/an emphasis on layering smaller details, nuance, & timing.
Had some fun w/ the naming convention on these ◻️👾
Made this a while back but never shared. Just a little insight to my (quite simple) go-to motion language for most of the stuff I work on. I like to think thoughtfully choreographed movement, well-timed pacing, and layering subtle details beats fancy animation tricks & effects.
You've all seen "No Hit" runs of the DLCs final boss. Now get ready for the opposite, rl200 ALL HIT run! [ALL HIT, NO DODGING, NO BLOCKING, NO FLASK] (dlc hard btw) #EldenRing
📽️ u/Recjawjind_fmfb