Flin

Boss Fight Character Design

A full character workflow from concepting to final animations.


This character was designed as part of a playable boss fight.


See the slides below for the full process.

Motion Capture

For this project, I recorded my own motion capture data to establish a realistic foundation for the animations. The data was then imported and retargeted to the character rig in Autodesk Maya.


From there, I refined and polished the animation, focusing on timing, weight, and overall performance.

Animations

Magical Charge Attack

– Magic Projectile Attack

– Death Animation

Sketches, turnarounds, and final concept defining the character’s design and proportions.

Rigging and retopology of the character, preparing the model for animation.

Texturing the character to define color, materials, and final look.

Final render