3) Animations (Games)
Animation for games is quite different from the typical film animations. Everything has to be rendered in real time, and must work with every other component in the game. Meaning you are working within a very rigid environment where any mistake could break the game.
As such, game animators have to work very closely with the rest of the team to make sure that you know exactly what they want, and how they want it, and you work within these constraints, while providing the best work you can. Sometimes working with as little as 30 bones per skeleton on a 1000 polygon character, while aiming for film quality visuals.
The following is a portfolio in progress.
Darkness Sun (working title) – Prototype Game (2008)
In a time of myth and legend, the dark wizard rules the land with an iron fist. There is no law and order, only the tyrannous might of spell and sword. The only hope lies in a young witch girl, who fights to bring peace to the land with the aid of her twin mystical blades.
Clip to be uploaded when approved the producers
Work done: Rigging, animation for main characters (Witch girl, Wizard and Colossus); Conceptualization of spell animations
CYBERVERSION – Prototype Game (2008)
Police and thief in a virtual city. Play as the terrorist, mingle among the public undetected and carry out your insidious plans, or play as the law enforcers, looking out for suspicious behavior to spot enemy players and take them down before they carry out their plans.
Work done: Rigging, animation and mocap cleanup for all character; collaboration in level design; collaboration in gameplay design
MONSTER DUNGEON – School Project (2007)
A action/puzzle game where you control a sheep using various gadgets and traps as well as environmental, either individually or in combination, to clear the map of enemies while avoiding capture.
Work done: 3D Art Asset creation ; modelling, texturing, rigging and animation for all character and props; modelling and texturing for most terrain assets; level design; collaboration in gameplay design; collaboration in UI design.
Polygon count: 700-800 per character