Archive for the ‘games’ Category

Cobra Slug

Wednesday, July 21st, 2010

Here’s some animation- attack, hit reaction, and death- I did earlier this year for a game that was going to be based in the Star Wars universe. It’s kind of a slug/snake/insect/carnivorous plant character. Since the low resolution rig was not going to be able to accommodate any movement of the mouth (where all the scary teeth were going to eventually go) and his front legs are T-Rex like in their tiny uselessness, I decided for the attack you see that he would just use his head as a blunt object. If this project is revived, perhaps the game designer will be able to put in some sort of headache meter to control how often he can use such a clearly self-injurious attack.










Mini-update

Monday, March 29th, 2010

Just a few quick things:

I went to GDC this year and it was a good experience. I’ll try and do a write up soon.

Last week I got the opportunity to go to an advance screening of Dreamwork’s “How to Train Your Dragon” and it was really great as a 2D film; everyone at DW did beautiful work and I’m looking forward to checking out the 3D version to see how it compares.

I’m now fully digitally outfitted with a brand new Android phone, Twitter account, and Deviant Art page. Between all of those things and Facebook and Flickr and Vimeo and this site, I’m still trying to sort out what content I post where and why. I sure feel like a real San Franciscan though.

Officially cleared for posting

Wednesday, January 6th, 2010

Booyah, here’s some of what I’ve been working on the last couple of months. The first 2 clips are the longest shots I’ve done for a racing game featuring rocket-powered robots. I’ve learned a ton about rollerblading while working on this project.









Here’s a sampling of some of the in-game cycles:



I didn’t model, rig, or texture the robot, and I am grateful to the artists that did; he has a few quirks but overall he’s been easy to work with. Several other AM graduates are working on the same game, so it’ll be exciting to see our work all put together when it is released.

Finally, I need to put this one up just because it marks a bit of a milestone for me. This is the first run cycle I’ve ever put together without reference and under deadline pressure; just a few hours from blocking to approval to spline. Sure, it’s not my most stellar or polished work, but after the much more leisurely deadlines at AM I feel good knowing that I can really crank it when I need to.