Monday, May 11, 2009

Sega


I took a job at Sega's Secret Level Studio. I will be leading the animation deptartment on the upcoming sequel to Iron Man. Looking forward to it!

Friday, March 6, 2009

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




Posing sheet for F.E.A.R. 2's Abomination by yours truly. I was pushing for long bat-like arms and short stubby under developed legs for easy contortion. The final model wasn't quite this extreme.
Fast and loose thumbnails to try to nail down the attitude of the Abomination. I was inspired the bat movement research I did.

F.E.A.R. 2 Abomination Proof of Concept

During the preproduction of F.E.A.R. 2 I was assigned the task of developing a proof of concept for the mutant creature Abomination. We wanted to prototype a playable scene the lead designer, John Mulkey, had conceptualized. The purpose was to see if we could create an unease in the player with the creepy ambiance and movement showcased by this creature.

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

During the pre-production of the video game F.E.A.R. 2, the lead game designer John Mulkey had a specific idea of how he wanted to present the Abomination (the enemy mutant in the game). He needed to hide in the shadows, with movement that would bring the darkness alive. He would need to dart in a creepy fashion to unnerve the player and keep his form a mystery. He should be able to fold his body up into contortions humans could not endeavor.

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

Latest Piece

Here is an animation sequence I just finished recently. The theme was "action".