Oh, you threw me a real softball with this one. So for people who don't know, I was the animator for all the post-release content on dredmor. In terms of labour division, it's something like:
- The male hero animation and about 50% of the vanilla game monsters, including the iconic diggle, were animated by Bryan Rathman, the original animator. It's his style i set out to emulate with my work on the game.
- At some later point, Tim Wexford came in and did the other 50% of the monsters.
- About a month(?) after dredmor came out, I, who had been a beta tester but was otherwise unaffiliated, was picked up to work on new animation because the other animators were long gone and I kept drawing animated sprite fanart in the style of the game. I would go on to animate the female protagonist, and all monsters/spell effects added in all post-release content (including the 2 paid expansions).
My favs are probably these three, all monster anims done for the last expansion, wizardlands. By that point I'd become completely comfy with the process of working on monsters and after some initial back and forth with david, the art director, over sprite design on each one I'd just Go, where "Go" means "I'd animate whatever the fuck I wanted that arguably fit the list of animations that monsters needed". I've never had so much creative freedom in my life. There were no restrictions. Just make weird, fun shit. So I did. The Gnome in particular was mostly a happy accident and the death animation makes everyone really upset which is, you know, perfect.
The schedule on these all was real tight and I don't know that I'd call my work timing "The Healthiest" on it but it admittedly had a weird advantage in that there was no time to second-guess myself, only to dive in and just go with whatever my first idea was each time. It was an interesting process that I suspect I would not be capable of in my 30s now the way I was in my 20s then. Man. Imagine shipping an entire expansion in a single month tho. Those were some fuckin times.