Unity-based Shooter Game Animation

Job ID: 40373236

Budget: ₹12,500 – ₹37,500 INR

Animations + Rigging required

1. PROJECT OVERVIEW
We are developing a mobile multiplayer tactical shooter (Valorant-style) in Unity.
Platform: Mobile (Android/iOS)
Engine: Unity (Humanoid Mecanim system)
Style: Stylized (semi-realistic, competitive readability focused)
Camera: Third-person / hybrid TPS-FPS
The animation and rigging must support fast-paced competitive gameplay, not cinematic realism.

2. CHARACTER REQUIREMENTS
2.1 Total Characters
8 Base Characters (already made need rigging)
8 Upgrade Skins (variant of base characters)(already made need rigging)
Total: 16 character models

2.2 Rigging Requirements
All characters MUST use ONE shared humanoid rig
Unity Mecanim compatible (Humanoid Avatar)
Technical Specs:
Bone count: 65–75 max (mobile optimized)
Standard humanoid hierarchy (spine, arms, legs, head)
Proper hand bones for weapon attachment
Clean skin weights (no deformation issues)
Important:
No separate rigs per character
No change in bone structure across characters
Same skeleton for all characters

2.3 Mesh Guidelines
Optimized topology for mobile
Clean edge flow for deformation (shoulders, elbows, knees)
Upgrade skins = mesh variation only (same rig)

3. WEAPON REQUIREMENTS
3.1 Weapon Types
Pistol - 1
Revolver - 1
Rifle - 3
SMG - 3
Sniper - 1
Grenade - 1

3.2 Weapon Rigging
Each weapon (11) must have a lightweight rig:
Required Bones:
Root
Trigger
Magazine
Slide / Bolt
Optional:
Scope / attachments
Important:
Weapons must align properly with character right-hand bone
Consistent grip positioning across all weapons

4. ANIMATION SCOPE
4.1 General Rules
All animations must be in-place (NO root motion)
Target FPS: 30 FPS
Loop where applicable
Designed for gameplay responsiveness (not cinematic)

4.2 CORE MOVEMENT ANIMATIONS (SHARED)
Idle Combat
Idle Variation
Walk Forward
Walk Backward
Strafe Left
Strafe Right
Run
Sprint
Crouch Idle
Crouch Walk
Jump Start
Jump Loop
Land

4.3 COMBAT ANIMATIONS (UPPER BODY)
Shooting:
Fire (Pistol/Revolver)
Fire (Rifle/SMG)
Fire (Sniper)
ADS:
Enter ADS
ADS Idle
Exit ADS
Reload:
Reload (Pistol/Revolver)
Reload (Rifle/SMG)
Reload (Sniper)
Weapon Handling:
Equip
Unequip
Grenade:
Throw
Ready/Hold
Reactions:
Hit Reaction
Death

4.4 ABILITY ANIMATIONS
Each base character has:
1 Ability (cast animation)
1 Ultimate (cast animation)
Total: 16 ability animations

4.5 CHARACTER PERSONALITY VARIATIONS
Per character:
1 Unique Idle Style
1 Slight Run Style Variation
Adds individuality without new full animation sets

5. ANIMATION SYSTEM COMPATIBILITY
Animations must support:
Blend Trees (movement: forward/back/strafe)
Layered Animation:
Lower Body → Movement
Upper Body → Shooting/Abilities
Fast transitions (responsive gameplay)

6. PERFORMANCE REQUIREMENTS (MOBILE)
Optimized rigs and meshes
Minimal bone usage
Efficient animation loops
No unnecessary complexity

7. DELIVERABLES
Characters:
Rigged character (shared rig)
Skinned meshes (all variants)
Weapons:
Rigged weapon models
Animations:
Full animation set (as listed above)
Files:
Source files (Blender/Maya)
Exported FBX (Unity-ready)

8. QUALITY EXPECTATION
Clean deformation during movement
Proper weapon handling alignment
Smooth transitions between animations
Clear, readable silhouettes (important for gameplay)

9. IMPORTANT NOTES
This is a competitive shooter, not a cinematic project
Priority is game feel, responsiveness, and clarity
Avoid over-detailed or slow animations

10. SUMMARY
One shared rig for all characters, 8 characters + 8 skins
Lightweight weapon rigs : 11 Weapons
~60 optimized animations
Focus on gameplay responsiveness

Please confirm understanding of the above scope before starting work.
Related categories: Animation Maya 3D Animation 3D Rigging Blender 3D