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Angry Birds 2

2017 - 2020

I started working in Rovio Stockholm Office since March 2017.  During this time I have been lucky to work on different projects; but have also been lucky enough to work with the Angry Birds 2 team.

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I supported the team with the following on the following features from the game:

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Guest Birds and Gameplay Event:

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I supported the Angry Birds 2 team with the Guest Birds animations for the Angry Birds 2 Game.

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This included Rigging and setting up the meshes for them to be worked out.  

The expression sheets for these characters and textures were provided by Pinja Partanen and the Rigging Tools were provided by Johan Ekorn.

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Hal, just as Silver and Mighty Eagle has a setup and a rig which prevents him to completely turn around like Stella, Red, Blues and most of the other characters.   Regardless of this it was possible to setup the animations successfully following the Angry Birds 2 style and showing off the abilities for the characters.

StellaRig.gif
GuestBirds_Setup.gif
AB_IDLE.gif
GuestBirds.gif

The Hatchling:

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Created the rig and animations and the Animator setup in Unity for the Hatchling. The rigging tools were provided by Johan Ekorn.

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We wanted to keep the Hatchling very vivid even though he is an NPC to convey the feeling of an actual baby bird avoiding loops and making it interactable by tapping it.  This required us to have different animation to display his personality and attitude regardless of the state the  Hatchling was displaying  (whether the Hatchling was happy, hungry or sad).

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Jennifer Choi designed the Hatchling for the Angry Birds 2 universe.  Using the design I did an exploration of the potential sprite meshes required for it to display the big range of emotions and cleaned up all the Mouth and Eyes expressions to use inside the rig.  

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The mesh for the Hatchling had to be setup differently than the rest of the birds of the game as it needed to be kept as a combined mesh to be able to change different materials in different parts of its body in order to change the color of the Hatchling for every tier of Hatchling.   I set up the MecAnim states in order to fit the needs of the Hatchling feature.

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hatchlingExpressions00.png
HatchlingBird_Mesh.png
HatchlingBird_Texture_bw.png
HatchlingState01.gif
HatchlingState3.gif
HatchlingLeavesToTheSide.gif

Animated Avatars:

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There was a new feature called the Animated Avatars; these were created as part of a premium shop inside the Mighty Eagle Bootcamp Shop.   

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For this feature I worked on Mocking up different ways to test to do animated avatars inside the game.  After doing different tests we decided to go for an animated avatar setup that could keep the character alive.

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AnimAvatars_01.gif
AnimAvatar03.gif
Avatar5002.gif

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Having the bird not constrained to the frame and being able to go in and out of it to convey the feeling of a potential window in the frame.

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Avatar5001.gif

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Have an animated avatar that conveys a graphic play on the avatar itself; thus, not limiting the movement of the bird with the outline of the frame.

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Avatar5000.gif

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An animated Avatar which is a moving illustration of the character translating in depth (Z axis) to help the impression of volume.

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Mighty Eagle Boot Camp Feature:

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For the Mighty Eagle Bootcamp we added a new character to the Angry Birds 2 game adapting the Mighty Eagle to the Angry Birds 2 Universe.  This character is an NPC debriefing the features. 

 

I rigged and animated Mighty Eagle for it to be able to be an advisory bird to guide you through the feature and the debriefing screens.

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During this feature we tested different ways to debrief with motion the required feeling of being elevated and flying over the whole Menu while highlighting a regal and premium feeling to the feature.

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I was able to support the team with mocking up the motion, animating transitions of the shop, and adding motion needed to navigate clearly through the feature and implementing them via tween Groups, Animators and Code support. 

MightyEagleClip.gif
ShopOpens.gif
FTUE.gif
RefreshingLobby.gif

Lava Level setting:

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Angry Birds 2 released an environment with Lava and Volcano theme. I was able to give animation support for the lava environment of the setting creating effects with help of engineers to accomplish a lava effect; creating sprite sheets for lava bubble animation effect, and additional particles for the fog and lava.

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Animated  and implemented the “Pig Statue”; an NPC interactive prop for the LavaSetting.

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The design of the pig was done by Murli Soogrim.

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pigStatueWIP.gif
ShineStatues.gif
unnamed.png
Lava.gif

Angry Birds 2 Clan feature:

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During the clan feature, I supported the Art team in AngryBirds2 to test different ways to debrief UI screens; from mocking up different scenarios to implementing the animation into Unity.  Also, adding small animations to keep the screens alive such as specific areas of screens to highlight the clashing feel in battle screens, but also keeping a regal friendly combat ( adding golden shines, particles, etc. to keep leader board areas properly highlighted)

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We wanted to keep the animation and motion in the screens to be in line with the core feature of battle and fun following the guidelines provided by Ana Giligan.

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For winning and losing debriefing screens we tested different ways to reuse assets and move them in a way to convey heavy weight for loss and uplifting feeling for victories.

ClanWinScreen.gif
ClanBattle1.gif
ClanBattleLose.gif
Reflection.gif
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