



Original 'Mole' concept art by Matthew Beakes. The legs were redesigned by myself during the 3D production stage to allow for the design directors vision of bipedal walk animatons. The thrusters/ counterweight on the back were also redesigned during 3D production to make the circular drill segment more streamlined.





'The Moles' traversal animations. Captured from 3Ds Max viewport.

Scene captured in Unity 5 with all in game assets.

Concept art by Matthew Beakes depicting the Mole's arm mounted weapon systems.

The final weapon system as seen on the game asset.
'The Mole' Combat Animations. The animations were blended with arm positional animations in Unity so that the player could control the direction of the Mole's aim.

'The Mole' in digger form. Concept art by Matthew Beakes. The central area was made thicker in the 3D stage to allow for the body to be completely covered during the transformation animation. The counterweight at the back was also made bigger to hold a storage container on the back of the character.
'Mole' transformation and breaching animations captured in 3Ds Max viewport. These animations are used whenever a player exits or enters a room.
