I created three enemy types from scratch, plus three color variations for them. When animating them, I chose to go for a stop-motion style, which gave them a claymation look. This decision let me save animation time and exaggerate their movements.
The first enemy is a plant with teeth named Greg. He will chase you endlessly and bite you.
The second enemy is a giant sunflower named Lenny. He will throw his petals at you, and he never seems to run out.
The third enemy is a weird looking fellow named Felonius. He will eat your crops when you're not looking.
I rigged and animated two gun types, and implemented them in-engine. I also created simple particle effects for when the gun is fired, and when a bullet hits an enemy.
I modeled and textured 6 meshes for the planting and growing mechanic. Top left is an ambiguous sprout that will grow into one of 5 plants that provide unique bonuses when harvested.
Due to the time constraints, I have decided to use 3 different asset packs that I own to put together an environment for the main gameplay level. That includes foliage, trees, skybox, and the portals.
Midnight Harvest - My Contributions
I had the opportunity to do the Ludum Dare 52 game jam with a group of very talented developers. I was responsible for art direction, implementation, rigging, animation, and models for crops and enemies. Everything was done in 72 hours.