(Click images for animation.)
GAME CYCLES
 

(2.6 mb)

Most of my work on Dead Space was on the cinematics team, but there was a short spell where we were waiting for a green light on a bunch of shots so I got a bit of in game animation to keep myself preoccupied with.

This was an alerted idle for the guardian character.

 


(1.0 mb)
As you approach the Guardian he becomes alerted to your presence and transitions into his alerted idle via this tentacle expulsion animation.


(1.0 mb)


Walk cycle for the hunter mini-boss.



(2.5 mb)

 

These animations were actually created for a cinematic teaser for Alcazar Entertainment, but regardless of their ultimate purpose I found they fit best on the game cycle page. The animation shows three different walk cycles that were used, repeated, and offset to form an encroaching crowd of demons.

 


(1.0 mb)
The following series of animations were from the canceled Oddworld game: The Brutal Ballad of Fangus Klot. This animation was one of three idle animations for an enemy soldier, referred to as a Vamp, stretching.

(0.6 mb)
Fangus: [Idle Animation 02: Itch]

(1.0 mb)
Fangus: [Idle Animation 03: Check gun]

(0.6 mb)
Fangus: [Alerted Animation]. This animation is triggered by the player coming within eye sight of a Vamp. It is also suppose to be pared with a shout which in turn alerts any other nearby enemies of your presence.

(0.8 mb)
Fangus: ["What was that?" Animation]. Before the player is actually noticed by the enemy this animation plays out, indicating that you have come close enough to have caught his attention.

(0.7 mb)
FANGUS: [Examine Animation]. If and when the character being controlled by the player dies this animation is initiated. Vamp prods the players corpse with his rifle to make sure it is in fact dead.


(0.6 mb)

 

FANGUS [Walk Cycle]. A generic loopable walk animation, used in the game for a Vamp on the prowl.

(2.2 mb)
The following series of animations were created for TKO>software's canceled game; Sahara. This animation was referred to as a zone combo. If two enemies are present, one behind and one in front of the player, than with the right button combination this finishing move can be initiated.

(0.6 mb)
SAHARA: [ABX combo]. Another combo animation, triggered by the buttons AB and X on the x-box controller, pressed in the right sequence.

(0.4 mb)
SAHARA: [Rack Pull down]
(Dynamic simulation of the pots and pans created by Doug Brooks)

(0.7 mb)
SAHARA: [Zombie Walk Cycle 01]. The following three animations were the final animations I created for Sahara before it was canceled, and thusly didn't get the full polish that I would have liked to see. These are more or less at the blocked stage and as the title are implies are zombie walk cycles!

(0.7 mb)
SAHARA: [Zombie Walk Cycle 02]

(0.4 mb)
SAHARA: [Zombie Walk Cycle 03]

(1.1 mb)
SAHARA: [Generic Walk Cycle]