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![]() Dog Version 02Cut Out Animation (Puppet pinned) in After Effects, with 16 points of articulation. Dog has been designed to perform standard expressions, ran, walk and sit from a single rigged position. The Dog character will be rendered as a PNG sequence and loaded into the Game Engine; controlled by trigger and behaviour code to interact with the child avatar. | ![]() Dog Character 01Cut Out Dog Design. Simplifed version of the 16 point articulation. Dog may be animated for walk and run, and sit down, jump up. Created in FLASH and rigged in After Effects. | ![]() Dog_Poses.pngDog Character Sheet. Created in FLASH. |
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![]() Girl_Poses.pngGirl Character Sheet. Created in FLASH. | ![]() Girl AvatarFrame of basic Walk Cycle. Rigged in After Effects. | ![]() Layered After Effects Scene.Scene elements rendered in After Effects and output as PNG images for Game Engine. |
![]() Garden_LayoutIn Game Garden Level. | ![]() Visionaire Editor Asset PlacementAsset ordering and Pathfinding | ![]() Visionaire Studio Editor 02Simple LUA behviour coding for an Item, 'on click' or moved. |
![]() In Game Screen - Living RoomMood Icon's can be seen above Avatar Girl's head. Player selects the icon, denoting the mood of the dog, to win a bone. | ![]() In Game Screen 02Interacting using a simple 'Point & Click' dynamic. | ![]() In Game Screen 03Point to an area to move your avatar, using the 'Mother's Hand' Icon. |
![]() BonetoBadge.pngGirl collects bones by selected the correct mood face icons for the dog's mood. Bones may be traded for a Dog Badge at the end of level. Dog Badges may be printed and turned in to real badges, for the child to wear, denoting how well they know there dog's mood. |
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