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ALTO
 
 
 

Alto is a startup game by CKC Medical LLC. aimed to improve patients' treatment while on their nebulizer. The game utilizes CKC's unique nebulizer controller that turns breathing into a mechanic in the game. The below link is access to the steam page.

Update (August 2022): It looks like the project is cancelled, no further updates unless otherwise notified. No steam release. 

Mitchell Walker designed, modeled, & textured Alto

https://www.artstation.com/d_i_v_i_n_e

 

My role on this project was being a technical artist. The team consisted of me, Mitchell (artist), Nate (producer), and Devyn (programmer). I rigged and animated the character, made some vfx, made the steam assets, and split the environment art with Mitchell. For the purposes of this portfolio I will go over the rigging and animation only.

Rigging

The focus of the rig was to help make the character (Alto) as kid friendly as possible. That included creating a set of facial blendshapes that made sense but still looked cute. The overall rig utilizes a shape key for the facial blendshapes, has an IKFK switch for the arms, and seperate independant rig for the chest deformer. 

 

The shape key has a left/right eye, left/right smile, and blowing/sucking. The legs only had FK ctrls as Alto would be sitting down the entire time. As for the chest, it has a seperate rig to accommodate for Unity's non-uniform scaling limitation. The chest joint was duplicated and any joints above were deleted and a scaling contraint was added to the control. The 3rd gif shows the chest deformation and facial deformation .

 

Facial Blendshapes

5fe1f52f2aa511469fb7db46fdc7937a.gif

Overall Rig

Screenshot 2023-02-11 180205.png

Showing chest and face deformation

df3304a9d6aca5b62d8c65c0f6b87314.gif

Animation

As we were a small team trying to complete an indepth demo, there was only so much we could risk on programming stuff we had little experience in. So Devyn and I implemented an 8 direction movement, with 8 baked out animations, making it look as physics based as possible.

 

The sucking/blowing animation worked with the breathing controller that worked in tandem with the regular gamepad controller. As you breathe into the nebulizer sucking would play, and when you breathe out blowing would play.

 

Sucking

Sucking.gif

Movement

Movement.gif

Breathing Controller

BreathingController.jpg

Blowing

Blowing.gif

Wand

In different stages of the sandbox/generasl levels you could pick up different items that would require the use of blowing and sucking into the nebulizer. The goal of using different items like the wand or blowdart was to time out nebulizer intake (the medication inhalant) was to distract the player from the fact they are in treatment. 

 

The remaining animations like additional idles and the victory dance were to add flavor/or additional likeability to the character

 
Wand.gif

Blowdart

BlowGun.gif

Idle 1+2

2nd idle.gif

Idle 1+3

WithbackIdle.gif

Victory Dance

VictoryAnimation.gif

Gameplay Videos

© 2020 Chandler Jeffcoat. Proudly created with Wix.com

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