
Yomi developed and integrated comprehensive 2D animation asset suites for the MiyoshiTaishou/MS2024 repository, focusing on the Tanuki and Kitune characters over a two-month period. Leveraging skills in 2D animation, asset management, and game development, Yomi authored and organized idle, movement, attack, parry, and damage animations, iteratively refining assets through disciplined version control and structured asset packaging. The work emphasized asset pipeline stabilization and consistent naming conventions, enabling smoother in-game integration and future content updates. Although no explicit bugs were reported or fixed, Yomi’s contributions established a robust foundation for animation asset delivery and cross-character asset development within the project.

December 2024 monthly summary for MiyoshiTaishou/MS2024 focused on delivering animation assets that strengthen combat feel and set the stage for faster future content delivery. Key features delivered this month include the Kitune animation asset suite (Ver1) with extensive movement, multiple jump variants (with and without attack), parry stance-to-counter, and a full set of attack frames (kougeki01, kougeki02), along with damage and give/kachiage motions. Additionally, Tanuki second normal attack animation assets (kougeki02) were added as part of the Ver1 release. The work demonstrates a disciplined asset pipeline, cross-team collaboration, and rigorous version control across the month.
December 2024 monthly summary for MiyoshiTaishou/MS2024 focused on delivering animation assets that strengthen combat feel and set the stage for faster future content delivery. Key features delivered this month include the Kitune animation asset suite (Ver1) with extensive movement, multiple jump variants (with and without attack), parry stance-to-counter, and a full set of attack frames (kougeki01, kougeki02), along with damage and give/kachiage motions. Additionally, Tanuki second normal attack animation assets (kougeki02) were added as part of the Ver1 release. The work demonstrates a disciplined asset pipeline, cross-team collaboration, and rigorous version control across the month.
2024-11 MiyoshiTaishou/MS2024 monthly summary: Key feature deliveries centered on animation assets for two characters. Tanuki Animation Suite provides a complete set of animator assets for the Tanuki character (idle, movement, attack, parry, give, damage, jump) with structured asset organization, delivered through iterative commits across Nov 10–28 (Ver1→Ver3). Kitune Idle Animation Assets add new idle animations for the Kitune (fox) character to populate its resting pose, with a dedicated commit on Nov 29. Major bugs fixed: None explicitly reported in the provided data; the month focused on feature delivery and asset pipeline stabilization. Overall impact: enhances readiness for in-game integration with higher visual fidelity and consistent asset management across core characters, enabling faster deployment and iteration. Technologies/skills demonstrated: animation authoring and rigging, asset packaging and organization, cross-character asset development, and disciplined version control with incremental releases.
2024-11 MiyoshiTaishou/MS2024 monthly summary: Key feature deliveries centered on animation assets for two characters. Tanuki Animation Suite provides a complete set of animator assets for the Tanuki character (idle, movement, attack, parry, give, damage, jump) with structured asset organization, delivered through iterative commits across Nov 10–28 (Ver1→Ver3). Kitune Idle Animation Assets add new idle animations for the Kitune (fox) character to populate its resting pose, with a dedicated commit on Nov 29. Major bugs fixed: None explicitly reported in the provided data; the month focused on feature delivery and asset pipeline stabilization. Overall impact: enhances readiness for in-game integration with higher visual fidelity and consistent asset management across core characters, enabling faster deployment and iteration. Technologies/skills demonstrated: animation authoring and rigging, asset packaging and organization, cross-character asset development, and disciplined version control with incremental releases.
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