Wednesday, November 14, 2012

Move to the East Coast

It's been a couple of crazy weeks as I've accepted an animation position at Funcom in Montreal! I'll be spending the foreseeable future working on updates to The Secret World, doing biped and creature animations. I'm super excited about getting back into combat animation and working with the talented boys and girls at the studio, including one of my best mates Damien Paon!.

Tuesday, October 9, 2012

Blizzard Animation Test Take 2

It's been 6 months since the last animation test I did for Blizzard and I was approached again, this time by the WoW team. I was given a week to create a walk, run, attack and death animations. The animations had to be smooth and convincing with plenty of weight and appropriate character. The movements should be fluid yet punchy with plenty of dynamic power (particularly in the attack animation). After spending a couple of days blocking I moved onto polish and this was the result. Animated in Maya
Rig provided by Blizzard.

Tuesday, September 4, 2012

Animation Reel 2012

A collection of animations created for personal and professional use. Projects include London 2012 the Official Videogame, Grand Slam Tennis 2 and Stormrise. Software: Autodesk Maya, Motionbuilder and 3ds Max

Tuesday, June 26, 2012

London 2012 The Official Videogame of the Olympic Games Animation Reel

It's finally out! after close to 3 years in development the team at Sega Studios has released their latest game London 2012: The Official Video Game of the Olympic Games. I worked on this title for 18+ months before moving out to Vancouver and it's amazing to to finally see all the work come together.

Below is my animation reel for the game, all animated in Motion Builder and a combination of handkey and mocap. On top of animating I was also involved in setting up the animation systems for several events (swimming, track, skeet shooting, vault and volleyball) These were all built inside of Havok Behaviour Tools.

Finally congratulations to the team, great work and good luck on your next project!

Saturday, April 28, 2012

Capcom Vancouver

I just finished my first week working at Capcom Vancouver! I'm so excited to be working at this Studio and on the Cinematic team!! Certainly is going to be a challenge but I feel I'm up to it. The team is full of amazingly skilled animators and I'm looking forward to learning from them all. I can't talk about what we're working on but I have taken a few photos from around the studio! Enjoy!

Thursday, March 29, 2012

Blizzard Animation Test

I was given 1-2 weeks to complete two animations a walk cycle and attack. The focus was on quality animations with a stylized performance, weight, timing and personality.

Unfortunately my work wasn't up to the Blizzard standard, but the team was good enough to give me some feed back:

Walk cycle test

1. Lack of polish - the knee pops in multiple locations – overall your body mechanics were pretty solid

2. Lacked Creativity – (adding the stick was a step in the right direction – but overall the walk was pretty standard).

a. For future reference – make sure to add emotion to your character (tired, angry, determined, happy, etc…)

b. Imagine if you will – your same character is tired / lost in the desert– completely dehydrated with no water in sight – the suns been beating down on him for 24 hours straight. You’d do a completely different cycle.

Fight Test

Good effort overall – some of the body mechanics could be touched up – one example – the transition between the first swipe and the jump – the character moves in a linear motion without weight.

Tuesday, February 28, 2012

Grand Slam Tennis 2 Animation Reel

My first game I helped develop in Canada is out the door and on store shelves! Very exciting times for me at the moment, as this was always a dream of mine to not only work overseas but at one of the biggest and best game companies on the planet! Below is my animation reel for the game. I can't tell you how many animations I helped work on for the finished product but it was in the hundreds. Primarily all these animations were mocap clean up in motion builder but many had to be heavily modified to suit the play mechanics we created for the game.