Zachary Richardson
Animator, Programmer, Teacher, & Game Designer

Ransacked
An action-adventure PC game developed by a small group of thirteen over sixteen weeks. The new leader of the underground thieves guild must return the guild to its former glory. The player must explore the town and steal items in homes to make money while avoiding guards. Contributed all 3D character animations, sole animator and rigger for the project. Created over 32 different character animations. I also played a major role in the creative decisions and game play applications for the game's story, character behaviors, and level design.






Animation Contribution
Zachary Richardson (me) contributed all animations and rigged all of the models for the game. All animations are loopable. I had to hand make each animation, I did not have access to motion capture at the time. The process took many man hours.
Loopable Protagonist Actions:
Walk, Pickup, Run, Sneak, Jump, Idle Basic, Climb, Sneak Walk, Idle Cute, Guard Idle, Climb w/ Shimmy, Cheer, Strafe Walk R&L, Strafe Sneak R&L, Strafe Run R&L, Unhappy, Unhappy Idle, Arrested, Heavy Pack Idle, Throw, Feet Shuffle R&L for all idle animation states, Sit on Floor, Stand Up, Dance, and Taunt.
Character Designs
Our Team Developed a diverse group of characters for this game. A different Zach, Zachary Bledsoe modeled and textured the majority of these. The reason they are on my site is because, I had a say in the character design as the animator, rigger, and character behavior artist. Meaning I had to bring them to life and make sure they were built in a usable way. The merchant was modeled first, he was a disaster to rig. Which is why all future characters were modeled with different outfits.









Level Layout and Prop Design
I acted as a producer for this part of the game. Meaning, I did not model the props, but instead worked with the team with the application in the game engine. Remember, I was working full time on the character behaviors, animations and rigs. We needed the game to allow stealth, while also ensuring the player and non-player characters in the game had plenty of room to move about and search the level. We ended up sectioning off different areas and assigning guards to each location. It was important to place the props carefully so to draw the players to each area and create interest.














Game Play
Underground -
Thieves Guild
Village -
Loresville