Saturday, July 25, 2009
Wednesday, July 15, 2009
Here is the making of:
(scroll down to the bottom of the page and click the video)
Here is the end credit sequence in it's entirety.
You may have to verify your age to view it.
Monday, May 11, 2009
Wednesday, March 4, 2009
In early versions of the last mission in F.E.A.R 2, Griffin was the final boss that you fought. Story changes dictated that Keeton would become the boss and his attacks would changed accordingly.
When Griffin was the planned boss, he was considered a "Super Remnant" (apologies... these terms only mean something if you have played the game) with a powerful scream attack that would cone out from his lips to seek and destroy the player. Below is the animation I did for his attack. I added a lot of speed and pause to give an eerie feel to his movment.
I performed the original motion capture on this, and if you want to see how much key-framed alteration I did on the final animation take a look at the render of the raw mo-cap data below.
Tuesday, February 24, 2009
Below is a capture of the actual playthrough. All conceptualizing and animation was done by me (except for the final pounce on the player at the end of the video which was done by my good friend Ron Harvey). The environments and scripting were done by level designers Ka'ai Cluney and Jared Gerritzen.
Mulkey and our producer loved it, and the Abomination now had a grounded reference for future production considerations.
This was an early maya test that I did using an untextured soldier model to try and achieve the feel John was looking for.
Saturday, February 21, 2009
Wednesday, January 28, 2009
"I enjoy slightly caricatured characters. I don´t have anything against realism, but I figure it´s a lot more fun when you can take someone´s character traits, and interpret them with exageration. Nothing wild, but just enough to call attention towards the important stuff."