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Games in progress

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“Scenic views to die for”

Project name: Snowfall Village

Role: Motion Capture Animation Consultant

Team size: 18

Work: 06/ 2019 - 07/ 2019

Engine: Unreal Engine 4.21

ScrapBot is a FIEA cohort 15 capstone team who requested my consulting with Motion Capture Animation. Once a week, I would meet with the team’s animators to guide the students of the use of AutoDesk Motion Builder. Teaching them the user interface of Motion Builder, workflows, troubleshooting techniques, and data cleaning and manipulation practices. Later in their project, I was requested to assist with the motion capture animation workload. I would complete the cleaning of several animation takes and acted in several motion capture recordings.

·         Teaching Motion Builder user interface, workflows, data cleaning and manipulation.

·         Troubleshooting and problem-solving student issues as the arise.

·         Assisted with overall animation workload by completing several animations.

·         Directed and acted in several motion capture recordings.


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“Spoopy”

Studio: GlassCats.LLC

Project name: The Haunting Hour

Role: 3D Animator

Team size: 16

created: 09/2018 - 12/2018

Engine: Unreal Engine 4.19

The Haunting Hour was a game I had a chance to help develop while I was working for gGasscats LLC. The Haunting Hour Is a co-operative, VR escape room with a stylized Halloween environment. Players have an hour to work together in solving puzzles.

While working on this project, I responsible for a variety of assets.

·         worked along with another animator to maintain animation style cohesion.

·         I conceptualized many of the animations for npcs to populate the environment,

·         I worked in tandem with design team to concept puzzles and the animations required for conveyance.

·         I assisted the team’s art lead by creating a variety of 3D prop and environmental assets using Maya.

The Haunting Hour is available on steam. Working for GlassCats has been a great opportunity for me.


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“Based on true events”

Project name: The Great Emu War

Role: 3D Animator

Team size: 14

created: 09/2018 - 12/2018

Engine: Unreal Engine 4.19

The Great Emu Wars is quirky take on real world historical events. Players choose to take part in the famous first and second emu wars, choosing to join the Australian military or the Emus freedom fighters. Specifically, the game is a third person, asymmetrical objective based arena game. The Great Emu war is available on steam.

·         I animated several of the emu character animations along with several of the human animations.


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Project name: Scamp High Hat Havoc

Role: 3D Animator, Character Rigger

Team size: 18

created: 01/2018 - 08/2018

Engine: Unreal Engine 4.18

Scamp is the second capstone project that I was able to work on during my time at FIEA. Scamp is an adventure platformer set across several fantasy worlds. During my time on the team, I had the pleasure to work with many talented and passionate developers.

I was tasked to serve several roles, that of an Animator and of a Character Rigger.

·         I created the control rig for the Miner Wizard character. Working along with the character modeler who ensure proper topology for range of motion.

·         I developed all of the animations for the Miner Wizard. Working along with designers, and conceptualizing on my own.

·         Collaborated with other animator to ensure animation style cohesion.

·         Created custom animations for use in cinematic cut-scenes.

I had the chance to be a part of one of the most successful capstones teams to have been produced in FIEA. Scamp is available on steam.


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Hyper vital

Project name: Hyper Vital

Role: 3D Animator, Character Rigger

Team size: 18

created: 01/2018 - 08/2018

Engine: Unreal Engine 4.18

Hyper vital is an immersive survival horror puzzle game set on a crumbling space station. This project was one of the two capstones projects I worked on during my graduate program.

·         I developed the control rig for main character.

·         Projected animation list of main and Monster character along with gameplay designers.

·         Directed the motion capturing for main character using Vicon Blade.

·         Retargeted and cleaned motion capture data of main character using Motion Builder.

·         During mid pre-production, the decision was made change player point of view to be first person.

·         I was responsible for all of the monster’s animations.

·         Using Animation Blueprints in Unreal engine, I designed a joint by joint masking of monster tendrils. Creating one animation for overall tendril movement to be layered over any other animations later to be developed.

During early pre-production, the decision was made change player point of view to first person. Due to course corrections for the project and the changing of animation scope, I was available to join another capstone team and split my time amongst the two teams.


Prototype: Math Fighters

Project name: Math Fighters

Role: 3D Animator, Character Rigger

Team size: 5

created: Two weeks, month of October

Engine: Unreal Engine 4.18

Math Fighters is a 2D fighting game, where you solve math problems for a desired action. This project is of note because I taught myself how to clean and use motion capture data in all of two weeks while maintaining my workload with all my other FIEA courses.

·         Created a simple character model of main character

·         I used Autodesk’s Human-IK for the Control Rig and cleaning of data.