MIN / MAX — cyber‑fairytale turn-based RPG, Nintendo‑Switch controls, pixel‑art rendering

Mock up demonstrating how a combat scene might look

Mock up demonstrating how a combat scene might look


1 · Objective

Rig and animate a single enemy character (already modeled and posed in a neutral “T”, attached in the Blender scene below).

The trial focuses on our core combat verbs so we can evaluate timing sense, weight, and export hygiene.

Madman_01_no-rig.blend

madmen-rig.png


2 · Animation set to deliver

For the trial project, animate the idle and at least one of the attacks.

Clip name (Unity) Frames Notes
Idle_Combat 0‑40 (loop) Subtle breathing; no foot drift.
Attack_Low 0‑32 E.g., leg sweep. Player is expected to jump over this attack.
Attack_High 0‑32 Player can crouch under this attack.
Attack_Left 0‑26 Quick jab from the left side with recoil; readable silhouette.
Attack_Right 0‑26 Mirror of Attack_Left; use separate clip, no negative scale.

3 · Creative direction


4 · Technical export requirements