Thursday, December 15, 2011
Wednesday, March 4, 2009
F.E.A.R. 2 Outtakes
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
F.E.A.R. 2 Abomination Posing Sheet
F.E.A.R. 2 Abomination Proof of Concept
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.
F.E.A.R. 2 Abomination Movement Prototype
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
Interview with Sergio Pablos
"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."
http://sergio-pablos-interview.blogspot.com/
Sunday, December 14, 2008
Dialogue Animation
This is a dialogue sequence I did for my latest game F.E.A.R. 2. All of the staging, mocap performance, and augmentation to the data along with the facial animation was done by me. The face and hands were all hand keyed.
Saturday, December 13, 2008
Feral Antagonist

I am starting this blog as a motivation to make time to draw more and show my train of thought in terms of design.
This was a concept proposed to my good friend, and art director Cory Allemeier at Monolith. The considerations were for a feral child character that snorted a drug called muscle to accelerate its actions.
The consistant use of muscle at such a young age would cause the following physical abnormalities:
- Child-like under developed skull.
- Visible separations in the cranium like a baby
- Sunken, hollow eyes
- Under developed nose from snorting Muscle
- Under developed baby teeth because Muscle stunts growth in calcium-permanent teeth. This makes the baby teeth stay in the mouth too long and rot, causing under developed jaw line
- Baby hair grows in patches, just like newborn hair. Follicle growth has been stunted too.
- Protruding spinal column
Motion Capture Augmentation -vs- Key Framing
Some animators are uncomfortable with the idea of animating to motion capture, as opposed to traditional keyframed animation. In highend video game production, however, when working with realism... your characters movements need to feel authentic and have the subtle nuances that occur in real life. In order for hand keyframers to achieve this we resort to video taping ourselves or others going through the intended actions after figuring out the staging. Every serious animator does this. Then we study our movements and project them onto our character, with added penache.
It is the same procedure with motion capture, except you eliminate the projection on to your character. The data does this for you. I stage the action, don the mo-cap suit, perform the intended scene or movement, and magically (almost) it gets applied to your character. From there I manipulate the timing and the posing to push the performance the way I envisioned and I end up with a stylistic, realistic, nuanced performance that is unique to my vision in much less time.
Anyone who is videotaping themselves as reference to animate to is already doing what is sought after by motion capturing. The authenticity of the movement. But they are missing the time critical middle step of applying the physical data to the model afterwards by arduously hand keying it.
Obviously this technique is not recommended for creatures or more cartoony approaches to animation.








