Gameplay Animation NPC - Hunter - Maniac | dEmpire of Vampire

Description:
Character animation set created for commercial mobile project developed in Unity.
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This NPC is designed as a Ranged Enemy archetype β€” a dangerous, unpredictable foe who suppresses players from a distance but delivers a brutal counter-attack in close quarters. His eerie visual style features a top hat and a menacing mask with a frozen laughing grimace, highlighting his unhinged personality. The character wields a rapid-fire, heavy Van Helsing-style crossbow.
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The main goal was to create high-energy, heavy-hitting animations optimized for the strict technical constraints of mobile platforms while maintaining the weapon's weight, mechanical recoil, and aggressive ranged behavior.
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πŸ‘₯ Credits
Rigging, Skinning & Animation: Dzianis Mizhui
3d Character artist: Andrei Omelchenko
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πŸ“Š Animation Breakdown:
βš”οΈ Combat & Attacks:
β€’ Single Shot: Snappy aiming phase with a sharp, distinct mechanical recoil.3-Round Burst: A dynamic tactical combo consisting of two rapid-fire shots followed by a heavy third blast with significant recoil that requires pose re-stabilization.
β€’ Burst & Reload: Sustained automatic fire sequence transitioning into a detailed, multi-step crossbow reload at the very end of the animation.
β€’ Stock Strike (Root Motion): An aggressive close-quarters melee strike with a swift 3-meter forward dash via Root Motion, utilizing the full body weight and heavy weapon frame (triggers when the player approaches too closely).
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πŸƒβ€β™‚οΈ Locomotion & Behaviors:
β€’ Random Idle (Grip Change): A cyclic transition stance showing weapon-handling logic used as a variable idle state. The character starts with the weapon raised/shouldered high, then lowers it into a firm two-handed grip ready to fire, before raising it back up to the shoulder position.
β€’ Regular Idle (Laugh & Grip Change): A casual out-of-combat passive state. The character begins with the weapon raised high, shifts into a laughing gesture while lowering the crossbow to hold it with both hands, and eventually raises it back to the initial shoulder position.
β€’ Warning Animation: A clear telegraph behavior for a ranged enemy, forcing the player to react before the firing sequence begins.
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πŸ’€ Hit & Death Reactions:
β€’ Hit to Death Transition: A seamless, organic blend from a heavy impact reaction (Hit Reaction) directly into the character's final death sequence.
βš™οΈ Technical Specifications & Mobile Optimization:
β€’ Rigging & Bone Optimization: Rigged using Advanced Skeleton (Maya) with full mobile performance optimization. Unnecessary technical and helper joints were pruned; the export skeleton (Game Skeleton) contains a strictly optimal joint count to maintain high CPU performance.
β€’ Engine Integration: Fully integrated and configured inside Unity (Animator / Mecanim), using the built-in Root Motion system to drive accurate world space character translation.
β€’ Animation Method: 100% Hand-keyed. High focus on strong silhouettes, weight distribution, and secondary motion on the outfit and the top hat during fast transitions.
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πŸ’¬ Feedbacks and critiques are highly appreciated!

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Hunter-Maniac - Attack

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Hunter-Maniac - Attack

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Hunter-Maniac - Attack

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Hunter-Maniac - Attack

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Hunter-Maniac - Idle

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Hunter-Maniac - Warning

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Hunter-Maniac - Lose

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Hunter-Maniac - Run

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