Game Animation Workflow Help

I am working for a company developing a hunting game and I am in charge of making the assets for the game. How do I know if I am working too slowly?

My workflow at the moment is this:

  • Sculpt the animal.
  • Retopologize and UV unwrap the animal.
  • Texture the animal in Substance Painter.
  • Rig the animal.
  • Make a looping ‘run’ animation.
  • Make a looping ‘walk’ animation.
  • Make a looping ’ limp-walk’ animation.
  • Make a looping ‘limp-run’ animation.
  • Make an idle animation.
  • Make an ‘animal shot standing still’ animation.
  • Make an ‘animal shot running’ animation.
  • Export for use in Unity.

My boss wants me to do all of this per animal every 3 working days. Is this realistic? My salary is ZAR 15 000 per month. (Roughly $844 per month.)

The hunting game style is realism. Here is a style reference I was given as an example:


RED HARTEBEEST 3D model animated rigged | CGTrader

I am just a hobbyist (and i understand that you need advice from pros) but still 5$ per hour and 20 hours per photorealistic model seem incompatible. If you are experienced in modeling, rigging, anatomy, texturing and animation the latter is Ok but the salary is low. If not it is the other way around.

i am not an industry professionals
but from a personal experince in modeling texturing rigging and animating ! it takes me 3 days to 4 days ! working 8 hours a day
a day for modeling , texturing and animating

but your list is more than that , i think it needs like 5 to 6 days at least!

I will add that with human characters you can reuse body parts, clothes, armatures and poses but not with different animals .

true
we can also re use some props by just modifying it , like shoes pants ect.
but animals is another thing ! un less he is looking for a non realistic style which i think its not the case !

I’m sure you can tell your boss that this is not realistic and puts too much strain on you as a worker

Or if he said no, it should be in the cause that it is only temporary stress.