a Lot of this never made it to tumblr! wow! i took a huge hiatus, enough for this art to be OLD ART from me, but still crazy newer than all of this on this blog!
seen from Türkiye
seen from Netherlands

seen from China

seen from Türkiye

seen from Maldives

seen from Australia
seen from United States
seen from Malaysia

seen from China
seen from United States

seen from United States
seen from United States
seen from China
seen from United States
seen from United States
seen from Malaysia
seen from China

seen from Greece
seen from China

seen from Türkiye
a Lot of this never made it to tumblr! wow! i took a huge hiatus, enough for this art to be OLD ART from me, but still crazy newer than all of this on this blog!
Amintas
Lycan ________________________________________ 🎬 | Konu : "Lycan" 📷 | Sony Alfa a6000 - 18/105 G 📐 | F11, İso:200, 1/850 🌍 | #muğla | #fethiye 🕒 | 29.06.2016 / 12:00 ________________________________________ #sonyalpha #alfakulup #sonyturkiye #euromos #sonyalphatr #myra #antalya #rome #ancient #history #demre #phaselis #efes #likya #lycan #letoon #xanthos #perge #didim #apollon #aigai #hierapolis #Afrodisyas #celcius #ephesus #amintas #ig #mood ________________________________________ "Bir eserin umuma arz edilip/edilmemesini münhasıran eser sahibi tayin eder." ________________________________________ (Muğla Fethiye)
Likya Kralı 👑 Herpamiasoğlu Amintas! Antik ion mimarisine benzer yapıda inşa edilmiştir. 🏛 Likya dönemi, M.Ö 4.Y.Y dan kalma, kaya mezarıdır. Fethiye şehir merkezine çok yakındır. İşlenmeye müsait kayalar oyularak Likyalıların yüksek statüye sahip olanları için yapılmış deniz ve şehir manzaralı tarihi yapılardır. 🇹🇷 #likya #king #amynthas #kral #fethiye #amintas #thereturnoftheking #ancient #greek #ion #rock #tombs
Spell 3: Cor’s Wrath
Progression on the attack going from ref > blocking > in betweens > polish
*please excuse my muffin top in the ref vids
E: Cor’s Wrath – Amintas causes a great stone pillar to erupt from target location dealing magic damage and displaces the first enemy it makes contact with, knocking them back towards Amintas. If Amintas is the first character to make contact with the pillar it will knock him backwards instead, acting as a dash and allowing him to traverse over obstacles.
Animation: This attack animation would ideally be used by the player during an ambush scenario, so to that end I tried to get the first part of the motion done as fast as possible so that it could trigger the necessary effect with looking off. Because of this the character does about half of the motion in the animation over only 1/3 of the animation’s run time. Similar to the previous attack I didn’t have the full time to really sell the antic the way I would have liked, so I compensated on the rebound as he lands, taking my time to make sure that the weight sold as well as possible. In addition, I tried to make the gems fall as naturally as possible so even if the character’s movements were a bit off the gems themselves (which the enemy players would be watching to see what they do) would look and feel right.
Gameplay: This move effectively roots Amintas when he uses it. So, because he can’t move during casting time I felt it was okay to have him go almost airborne since the player understood that by casting the ability he wouldn’t be able to move for a few moments. This loss in forward momentum is mitigated by the spell’s effect which either catapult’s a chosen target toward Amintas (more than making up for any lost space between them) or flinging Amintas away from anyone chasing him (moving him more than if he just kept running anyway). On top of that even though the animation runs at 30 frames it could be cancelled or interrupted somewhere between frames 12 and 15 making it closer to what a heavy attack should be.
Spell 2: Gem Rush
Progression of Amintas’ second ability from ref>blocking>in betweens>polish.
W: Gem Rush – Amintas is charged with the power of Runeterra, making his next basic attack in the next 4 seconds hit with all of his gems for bonus magic damage. This attack deals bonus physical damage instead if Amintas is in the jungle or river, surrounded by Runeterra’s beauty.
Animation: As the character design called for this to be a powered up normal attack this had to be Amintas’ fastest animation. In order for gameplay to not be interrupted the character goes through the bulk of the animation in only 9 frames. this doesn’t leave a lot of time for antic or to sell the animation properly, so to compensate for this I first stretched out the character’s arms at the start and during his swing to exaggerate the momentum being generated and also to increase the readability of the attack. After that I had the character pause at the end of his down swing for 3-4 frames (1/3 of the prior animation!) to give the viewer’s eye a chance to catch up and register what just happened.
Additionally, Amintas takes his time receiving his gems again, selling the speed and weight that was missing in the attack earlier by stretching out the gems to emphasize their velocity and making him recoil from the perceived impact of the gems returning to him. In this way even though I cheated the beginning of the animation the viewer’s sense of what feels “right” is returned before the animation ends.
Gameplay: As mentioned above this is an empowered auto-attack, meaning it had to be really short and sweet so that the character can continue doing whatever the player needs him to as soon as possible. So, while the entire animation is 30 frames long (too long for a quick attack) the animation is expected to be interrupted as soon as frame 9 and blended into a movement or second attack animation. If the player fires the ability off and lets the character sit there the full animation will play and cycle perfectly into the idle animation.
Spell 1: Crumble
Progression on the attack going from ref > blocking > in betweens > polish
Q: Crumble – Amintas uses the power of the crystal to create a tremor, causing a fissure to travel in a line in front of him. Enemies caught in the attack take magic damage and are slowed for 2 seconds and enemies within melee range of Amintas are knocked back.
Animation: As a game animation the character movements had to be fairly fast so that the player could cast the ability and then resume gameplay as soon as possible. In a fast paced game like League of Legends it is also important that the animations read really well with the few frames you get to execute them and with all the other things in the game going on.
In order to accomplish this I tried two key things: the first is the exaggerated dip that the character takes before throwing his gems so that a player watching this happen would see this unique movement (meaning that the character doesn’t dip like that while walking or even using his other abilities) and would then know that Amintas was casting his first spell. The second was to stretch out the character’s arm so that from any angle it was obvious that he was throwing something and in which direction, I really wanted to telegraph that. In addition the stretching of the arm transfers the viewer’s focus from the character to the gems he’s throwing, which at that point are the more important things to be tracking. This in conjunction with a particle effect, which you can see in the attacks montage here, I think accomplish what I needed that animation to do.
Gameplay: In terms of game play this move would likely be a “heavy” sort of attack, lasting in total 27 frames, but could be interrupted around the 15 or 16 frame mark and go back into a move or other attack animation. The ability itself is both a damaging and a CC move so a longer cast time is a little more justified.
Amintas Finished Animations
Here are the finished animations for my character concept. Next up is a break down of each attack and a postmortem for the project.