After seeing so many cool videos circulating Reddit and Twitter regarding procedural animation, I decided to dive in myself.

The above creature, made for my first game Hover Quest, is constructed from multiple series of configurable joints attached to the main body. It simply looks towards the player, while moving around based on random noise, in which the player also has a small influence to make it feel more lifelike. It can also be pushed and manipulated using the physics system.

I’ve also learned how to utilize inverse kinematics as another way of handling limb constraints. The above example is an early implementation of the FABRIK system that I used later on for a mech simulation project.