Procedural Animation – Week 1 – Character design

So we began by drawing different concept ideas for the character, and later discussed this with our online students of our group over a skype call. We shared different concepts and designs, eventually landed on one concept we agreed upon.

Our character was supposed to be made entirely out of goo, so the design we landed on was goo inside a broken teapot.

Edvard Teapot

The teapot was Art Director, Edvard’s idea, where this was the first concept of it.

We started planing out different move-sets for our character, how it would punch, jump, grapple, walk, run, block, taunt, etc.. As we were planing our Group Manager, Marcus, started writing down everything we said and made a refined list of how our character would fight and move.


The punch idea started out as a joke, but ended up becoming what we all wanted to use. Since the teapot consists of goo, it can take the shape of anything. So our idea was that when the character punches, it will form the shape of a giant human fist out of the nozzle of the teapot.

Teapot punch

Again the concept was made by Edvard.


The online student Putle also had an idea he illustrated while we were chatting, and that was a grapple move. Where the teapot would use the goo from its nozzle and grab a Teabag that is laying inside of the pot. The goo would reach in from the top of the teapot and pull it out, then throwing it forward and pulling it back. The idea was that the teabag would be covered in sticky goo, so if it hits an enemy, the enemy would stick to the bag as our character pulls the enemy towards him.

The string of the teabag could be as long as we want it to be, so it wouldn’t have a super short range.

Putle drawing

Concept made by Putle.


As for a blocking mechanic, we thought about either the teapot using the lid on the top of his head as a shield when blocking. Alternatively I mentioned he could shoot out goo in the shape of a shield absorbing anything coming his way.

Shield block

Concept made by Martin.


Potential issues we might face with this character is:

  • Too much work.
  • Way too many attack moves (Time schedule).
  • Difficult game mechanics.
  • Problematic to model and rig.
  • Problematic to animate.


However, I believe we can solve many of these issues by being realistic and cutting what we want to do and focus on what we have to do. Group manager Marcus decided it was better to have too many ideas instead of lacking ideas. Because that way we can cut away what we don’t have time to make.

Our Lead modeler Aleksander, is going to take on the job of modeling our teapot character, and will face the challenge of modeling and rigging it. However it is a fairly simple model, all we need to rig is the legs and head. The goo from the nozzle is something I will rig later in Maya.

Next up is Motion capture. Now we have a list ready for what we need to mocap.


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