(Click images for animation.)
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(15 mb) |
The Dead Space 2 team wanted to try and inject more of an epic/action feel into the franchise in order to compete with the likes of Gears of War. To achieve this a portion of the animation team was segmented off to focus in on epic moments in the game. As a response to our intense crunching on DS1 the DS2 production sought to provide us with more time to develop our sequences with the idea of creating less content but at a higher quality. Not very often do you get that opportunity in the professional world! |
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This is an animation breakdown of the previous shot illustrating the development process I use for delivering an animation. |
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Another "epic" moment in Dead Space 2. Neal Thibodeaux, Primo Navidad and myself had about 2 months to pull off a 3 part sequence for our E3 demo. My part here, was the conclusion and segue into Chapter 6 of the game.
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The introduction to the final boss of Dead Space. I had 3 weeks to pull off what was originally prevised as a 10 second long intro. As I started animated we discovered that there would be no way to hit all of the story points needed in 10 seconds and so this intro blossomed into a massive 49 seconds.
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*SPOILER WARNING!!!*
This is the ending to Dead Space. So if you are playing or interested in playing then watching this may spoil a few things for you... This cinematic panned out in a similar fashion to the final boss intro above. I had about 3 weeks to create what was thought would only be about a 10 second clip. While these cinematics were super intense to create they're loose planning allowed me to be super creative with how I developed them.
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Waiting for one of DS2's epic moments to be planned out, I got tasked with creating a new set of hit reactions for Isaac. Kind of a fun, fast, and fiery exercise. I had 9 days to create 9 hit reactions. Shhh! 2 of these are cleaned up Mocap, however!
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Most of my work on DS1 was spent creating in-game cinematics. This was one of the few opportunities I had on the project to contribute to actual game play animation; a walk cycle for one of DS's boss characters.
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More game play animation from DS1. This was an animation that played when you got close enough to one of these nasties to wake him(her?) up.
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Once the above "awake" animation would finish this ugly sucker would go into an agitated idle animation until you were dumb enough to come yet closer, at which point he/she'd knock your head off.
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