Monthly Archives: January 2014

Run, Jump, and Slash


Can’t help but think of Sonic with this run for some reason. I’m happy that this run is just 8 frames instead of 12 or more (although some games are even more economical with 6 or even 3!) and I like her loose strand of hair in the front. No one may see that in the final game but for now I’ll enjoy that small detail that is harmless to add.



Something the GIF can’t express is the sense that she’ll be moving through the air, rising and falling.



Not the most restrained and elegant of fighters. She’s still learning.

The few seconds of air combo you see took quite a while, mostly because I was having some trouble figuring out key poses. In a typical fighting game you may have 3-6 options for attacks in the air, but our game currently uses a single attack button. I had to think of an all around basic air attack to start with that would work well in most situations.

She started with just one slash when jumping but we figured she better have an aerial combo as well for more enjoyment and function. The ground combo flows rather smoothly so it took time for me to break out of the idea that the air combo poses also had to blend perfectly. But, this is a game and contrary to real life it’s much better for Mina to snap to poses without worrying about how she got there. I knew this from having jump attack animations from 2D fighters in my head already, but I was too stuck on her very first slash needing to make sense flowing from her jump pose.



Also finished Mina’s 2 frame dash move.


Clean line and in-betweens left in combat for Mina: crouch attack, Mina taking damage, knocked out, idles, blocking, and then special moves. Wish me luck!


The beginning of combat

When we first started on the combat side of the game, Mina used a ladle and pan. Long story short, we ditched that and accepted that our game was just going to be a little more violent (sorry kids!) and gave her proper knives. There will be no “oh that critter isn’t dead it’s just sleeping” going on here. You’re going to hunt monsters and cook them and it’s going to get rough!


I typically work directly in Photoshop for even the rough draft of animations which I did for the cooking animations but this time around I decided to draw a few key poses by hand. I definitely draw faster on paper and can create poses much better since I don’t stress over the drawings as badly as I do when working digitally.






The next step was quickly chopping the drawings out and getting them into Unity so I could quickly see if they were working well. The below GIF demonstrated a loose idea of how I wanted the timing and positioning to work for Mina. I also included quickly animated slash effects to better convey timing, distance, and the sense of power with the attacks.






From there I got back to Photoshop and started to adjust my proportion mistakes, fix any poses that were off model (I often start drawing more compact and then began to scale up and lengthen limbs ever so slightly when I’ve loosened up so I always need to refer back to my first few drawings), and change some poses to be more visually appealing. For instance, later on I didn’t like her strange prey-mantis like way of holding daggers so I adjusted it. As a tangent, I also couldn’t help myself from coloring the first frame so I could make sure the sprite was going to look good overall. So far, I’m going with a colored line and no real shading but the dark brown shadows.






After crudely scaling, rotating, and nudging the key pose sketches around I then felt it was safe enough to begin doing in-betweens. I didn’t quite like the ending of her slash combo so on the fly I experimented with different endings and the one I settled on was what you see in the next GIF. I try to imagine the motions in my head first and sometimes might act out the movements a bit (just with my arms while still sitting in front of the computer) to make sure the attacks flow correctly between the character’s right and left hand.





I have always been a fan of dual weapons. It’s not that I intentionally channeled these characters when I started animating, but after the fact as I reflected on this preference I started to think of Taki (Soul Calibur), Ellis (Battle Arena Toshinden), and while she doesn’t have weapons, the almighty, swift, and spinning Chun-Li (Street Fighter… of course). There’s probably a slew of other fast dagger wielding characters from countless games, anime, and so on that could be brought up in comparison.



After I felt happy with the way the movements flowed and their timing I got to making cleaner lines and also fixing a few remaining pose and timing problems at the same time. In the next GIF you can see her actions more clearly and I also slowed down the animation for my own clarity while working. What you see there is probably the first combo that will make it into the game; a basic 3 hitter. The flourishes and special ending would be something I’d like to add if I have time.






That’s where Mina is now in her combat progress as far as art production. There’s still a lot more to do as far as even a line art stage, such as an idle, run, jump, and more, as you could imagine. Let’s hope I can stay on top of all these tasks and give Mina a proper set of animations come demo showcasing time!



GIF party

Regardless of how passionate you may or may not be about the way to pronounce “GIF”, I hope you all will enjoy seeing some old animations I made for the cooking side of the game. Since these actions take place at the kitchen station I only needed to animate from the waist up. Currently the latest design of Mina hasn’t undergone these animations but I’m working on the combat side of the game right now (which does have the new Mina).


I’m hoping for Mina to exude a good amount of knife twirling and throwing awesomeness



We’d like for players to be able to eat some foods to gain mana/energy/buffs.



There are no gas or electric stoves. The kitchen has special tabletops for chefs to cast fire magic!



presto chango



A basic spell, speeding up the cooking time with a special flame that won’t over cook the food.



“Time’s up! Hands up!” Following the cooking competition show formula here.



I’m not sure if a wok is going to make it into the game but I’d really love for it to.

All of the animations were made using a tank of an old wacom intuos 3 (probably 5 years old now and still going) and Adobe Photoshop (these were CS3 but now I own CS6). Each frame and sometimes separated parts like arms and hair are different layers in a big PSD file. I also test my animations with the incredibly buggy Photoshop animation timeline. The timeline window is very temperamental but once you figure out what makes it angry you can get around in it without too much hair pulling. If there’s any wonder for why I’m not using Flash or an animation program, I just feel comfortable in Photoshop is really what it comes down to. I can work quickly in it and I’m used to the line quality. Most of all, I like the control I can have in coloring and exporting the animations.
No matter the tediousness of making some of the actions (like different permutations of Mina picking up an object), it’s always rewarding to export a looping GIF!

Early mockups

Eric here! If you’re unfamiliar with Trinket Studios, I’m the artist on the 3 man team. On Trinket’s first two games I worked alone but I’m very grateful to have some help this time around for the duration of the demo work at the least.


Christine Chong, whom I’ve known pretty much since childhood, will be helping me color in a few of the animations for the monsters in the game! Yann Blomquist, one of my dear college friends, will be tackling the background environment art for the demo. I couldn’t be happier to have their assistance!


To start things off in this dev blog, here is the very first mockup I made of Battle Chef Brigade.




Since the beginning we’ve wanted this to be a 2d side view game. We’re all fans of parallax for one thing, but ultimately this presentation gets the best leverage out of my (pretty limited) skill set, which is drawing things… with simple straight forward perspectives.


In spite of the “battle” part of our title, here all the chefs are on the same team. The girl (later to be Mina), is the head chef while the other two are sous chefs. This is a direct parallel to one of our main inspirations, Iron Chef (Japan), which typically had 3v3 cooking bouts. We also wanted there to be some old school RPG elements, as you can see in the points coming off the food, and the magical presentation of the cooking.


Down the road I modified the perspective to be more severely straight on. The former perspective had some problems with an all 2d world. If any artists out there have some interest in discussing more about this, feel free to comment here and I could go more in depth. There are plenty of pros and cons with either perspective.


The below image shows the updated perspective as well as Mina when she came further along in concepts. Pots and pans also gained the ability to become see through! The “+1MSH” is there because at the time, cooking began to involve textures for the food (mushy, tough, crispy and more). That design path has since been abandoned to leave room for other kinds of headaches!




Right now the game world is a bunch of misty grey shapes, for more flexibility to try things. Mina has minimal animation in both cooking and fighting to do all the basics we want to have. Below is a screen shot of the current state of the prototype. The food art is completely throwaway work just to get things moving.




Posting this has reminded me that it’s probably time to have a new target imageĀ  based on all the updates we’ve made design wise. There’s a lot to do and things like this really help to get the team all on the same page.


Hope this was interesting as a first dev post! You’ll certainly hear from either Tom or Ben for more technical stuff in the future. Have a good weekend folks!




Hi everyone! We’re thrilled to finally announce Battle Chef Brigade, our fantasy cooking battle game!


BCB will be Trinket’s first large scale project. While our mobile games, Color Sheep and Orion’s Forge, each took about 2 months to develop, BCB is geared towards PC and consoles with a longer development time.


Another first for us is that we’ll try to be open about BCB’s development right here on this blog! We’d love for you to follow along and feel free to comment on the posts. Currently we’re working to get our first demo done within the next 12 weeks. It’s going to be a crazy but exciting time!


Mina, the main character of our game!