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3D / Gameplay & character systems

Wildblocks

01

A dragon encounter where gameplay scripting meets character rigging and animation.

My contribution
Gameplay development, character scripting, rigging & animation
Environment
Browser-based 3D prototype
Status
In development

A solo dragon encounter from the prototype. The clip includes arena entry, combat, ability feedback and the encounter conclusion. Browser chrome has been removed; the gameplay interface is retained.

01:20 / SILENT CAPTURE

01 / Contribution scope

The work behind the play.

  1. Character behaviorMovement, player abilities, and the behavior behind the boss encounter.
  2. Character productionRigging and animating characters, including the dragon featured in this project.
  3. Gameplay integrationConnecting the systems that drive character actions with their animation and feedback.

Capture context: solo play in the development build.

02 / In the footage

Read the capture.

The player approaches a dragon in a stone arena, moves around it, and uses an action bar during the encounter. Damage numbers, character motion and interface feedback make the changing encounter state visible. The sequence ends with the dragon falling and a completion message.

Development capture / September 2026. Cropped for viewing and shown at normal playback speed.

03 / Development notes

A closer look.

From action to feedback

Character movement and ability use sit alongside animation and interface feedback. The clip shows these pieces running together rather than as isolated animation renders.

Motion with gameplay context

The dragon is shown reacting and moving inside the encounter. My rigging and animation work is presented alongside the gameplay behavior it supports.

A working encounter loop

The capture shows a beginning, an active encounter and a conclusion. It is work in progress, with prototype visuals and interface.

Keep exploring / Project 02

Steeped

Next level / Let’s work together

Let’s make something
worth playing.

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