
Tried out Vector shapes to create spidey, hoping to have him more animated and mobile without the prototypes pixel restrictions.

Also playing around with some rope dynamics to build the web rather than just a drawn element, thinking about how webs move and bounce in the wind and with things on it. The origional version was quite static. The parallax title was so impressive with giving the web a 3D element, that we wanted to try and give that to the whole web and make it feel alive.

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I would like to point out that this decision made my 50+ assets created predominantly for the web defunct ദ്ദി╥ ᴗ ╥) but I thought it was worth mentioning.
I’ve been really surprised by how much volume I have to create on jam days ! But being fast in the prototype phase is really valuable. Before we knew we could build and rig a web out of physics bodies, drawing was the way we could test out our idea. I don’t consider it a waste that most of the work I did in the beginning stage will be redone with something more sophisticated. I’m actually quite proud my art can be the foundation.

Did some ‘inverse kinematics’ like stuff, and played around with what the spider character would feel like with more properties effected by physics aka rope legs.

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Another example of how my initial sprites might be replaced when something is more replicable and useable by more people than me (eg a sprite I drew and animated once and stays that way, vs creating and rigging a character that allows others to animate it when they have an idea).
I really like thinking about how my art can be an asset in the project that isn’t lifeless.
