| (Click images for animation.) |
GAME CYCLES |
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(2.6 mb)
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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.
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(1.0 mb)
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As you approach the Guardian he becomes alerted to your presence and transitions into his alerted idle via this tentacle expulsion animation. |
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Walk cycle for the hunter mini-boss.
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(2.5 mb)
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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.
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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)
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Fangus: [Idle Animation 02: Itch] |
(1.0 mb)
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Fangus: [Idle Animation 03: Check gun] |
(0.6 mb)
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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)
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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)
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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)
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FANGUS [Walk Cycle]. A generic loopable walk animation, used in the game for a Vamp on the prowl. |
(2.2 mb)
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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)
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SAHARA: [ABX combo]. Another combo animation, triggered by the buttons AB and X on the x-box controller, pressed in the right sequence. |
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SAHARA: [Rack Pull down]
(Dynamic simulation of the pots and pans created by Doug Brooks) |
(0.7 mb)
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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)
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SAHARA: [Zombie Walk Cycle 02] |
(0.4 mb)
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SAHARA: [Zombie Walk Cycle 03] |
(1.1 mb)
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SAHARA: [Generic Walk Cycle] |
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