Animating the enemy – watch this timelapse of how it's done
Here's a look at an attack animation of one of Unto's woad enemies. This particular woad is armed with a quarterstaff and in the time-lapse below we're animating a two-handed overhead attack for it:

Obviously the process has been massively speeded up, but in real-time what you see in that clip is about an hour of work.
Here's the final attack animation running at about 25% normal speed, just to better show the individual frames it's composed of:

And here it is running at normal speed i.e. how it appears in the game:

As an example of how woad attack animations look in action, here's a scenario from the game where the father finds himself going up against two of them.
You can see the quarterstaff woad isn't actually involved in this particular skirmish – we want enemies in Unto to feel unique/individual, even if they are the same type of creature. So different woad wear different garb or have different markings, and wield different weapons.
It means more work – the three different woad here all need animations that are unique to them, for example – but this 'handcrafted' approach is really fundamental to the final experience we want to create for players.
- Stephen and Sara
https://store.steampowered.com/app/600080

Obviously the process has been massively speeded up, but in real-time what you see in that clip is about an hour of work.
Here's the final attack animation running at about 25% normal speed, just to better show the individual frames it's composed of:

And here it is running at normal speed i.e. how it appears in the game:

As an example of how woad attack animations look in action, here's a scenario from the game where the father finds himself going up against two of them.
You can see the quarterstaff woad isn't actually involved in this particular skirmish – we want enemies in Unto to feel unique/individual, even if they are the same type of creature. So different woad wear different garb or have different markings, and wield different weapons.
It means more work – the three different woad here all need animations that are unique to them, for example – but this 'handcrafted' approach is really fundamental to the final experience we want to create for players.
- Stephen and Sara
https://store.steampowered.com/app/600080





The rudimentary pulley system provides a route through these vast caverns
You can collect and use spears thrown by enemies. Obviously you'll have to dodge them first...
Presenting a very different dynamic to one-on-one combat, you'll have to master the hero's full moveset to overcome multiple enemies
There are no 'easy' enemies in Unto The End – every successful dispatch of a foe should feel like a deserved, but hard-fought, victory
Hone your combat skills in this homestead training area
Although perilous and home to many dangerous creatures, the world can be a wondrous and majestic place


