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Doot - Spook'em Up - Production Art

The challenge of drawing and animating skeletons is their lack of mass. There is a lot of negative space between the bones and the bones themselves are thin and thus the artist is presented with the challenge of how to give enough detail to convey the idea but not over complicate and clutter the design.

The next challenge is posing. Due to the uniform colour of a bare bone skeleton. You are often forced to give them some form of clothing to contrast the white bones, or darken the back limbs allowing you to cross the arms across the body. Though with this "nude" design of mine it influenced the movements of the animation, forcing a more open stance to avoid crossing bones over bones.

The humble Trumpet, the skeletal side arm, your humble six dooter. The basic weapon filling the semi-auto pistol role in game.

The humble Trumpet, the skeletal side arm, your humble six dooter. The basic weapon filling the semi-auto pistol role in game.

The French Horn serves the close range shotgun role.

The French Horn serves the close range shotgun role.

The Trombone (aside from being a pun to easy to pass up) is included too fire a long range shot through multiple enemies.

The Trombone (aside from being a pun to easy to pass up) is included too fire a long range shot through multiple enemies.

The Tuba weapon is intended to be an AOE attack to clear space for the player.

The Tuba weapon is intended to be an AOE attack to clear space for the player.

Just a fun little looping animation made with the existing assets.

Just a fun little looping animation made with the existing assets.

Ghost Rider < Spooker Scooter
Planning to mix up gameplay with an on rails vehicle segment similar to the Battle Toads speeder bike segment, dodging hazards and shooting targets.

Ghost Rider < Spooker Scooter
Planning to mix up gameplay with an on rails vehicle segment similar to the Battle Toads speeder bike segment, dodging hazards and shooting targets.