I’ve completed recently a Role as a Realtime artist for Red Cartel that they had available. This project involved heavy 3d work, and creating with Unity a pretty amazing realtime render / experience. A great project to work on, getting the most out of great new tech from Unity including it’s new Post Process stack […]
Last week I completed 4 months contract at Vandal (formerly Frame Set and Match). High end CG work, Animator, Technical Director, Rendering and Lighting Artist using 3dsMax and VRay. Very satisfying to finish a complex project with a very talented team, and while the works are under NDA – things turned out brilliantly.
[Update: I have nearly completed the basic contract here – which is covering all gameplay animation and gameplay technical setup. I’ve had to take some break due to local contract commitments, but the team is awesome and understanding. I will be back to complete soon and hopefully we can get some demos out. It’s wonderful.] […]
I’ve done a character animation project with Red Cartel, for their VR motorsports / commercial production. Here I took the animation for characters and props from blocking stage to final production quality, using 3DS Max.
Comments Off on Animation for VR Pitstop “V-Power”
I’ve completed another 90 sequences for the long-running game project World Of Tennis. Examples of the sort of animation I produce are in a previous blog. This was performed in a studio space in Sydney earlier this year (where I have the optical capture rig set up), and brings the total for this project approaching […]
Comments Off on World Of Tennis – Another 90 Mocap Sequences
I’ve been a lighting / rendering artist in a past life. It’s all animation and code these days. But I had a quick job to do over the holidays .. Using Unity Game Engine to render out high quality frames for a video-based simulation ‘game’. Involves a bit of taming and code, but it sure […]
Over the holiday period I have completed a job rigging this character, according to some strict standard practice. This is for a tool being developed by a developer in the Unity community, and had to be exact in many ways because the software being developed is actually a procedural ‘people’ maker. I also pushed the […]
Shown at PAX 2016 in Melbourne, some updates based on the feedback we got there. Lovely Melburnians ! Yes, I’m doing the pixel-sprite monsters, the cutey anime vector based face, tracking the music old-school with a FastTrackerII clone, putting it all together in C#. My wife and cutey-dancer of all time provides the moves here. […]
Update: 8 months Character Animation role at Digital Doxy, Melbourne. Motion Builder, Maya, XSense motion capture, handkeying and motion editing for VR based gameplay and cinematics. Please request permissions for demos for this role, it’s all a bit saucy.
I’ve completed last week a motion capture session and motion editing, with Johan Earl from Scarlet Fire Films, his excellent stunt and mocap performer, and working in with their animator Rowan – A quick job taking less than a week for their Sci-Fi short film currently in post production. Everyone involved was a pleasure to […]
Comments Off on Short Film SHIFT motion capture and motion editing
Well, most of the ‘holiday’ period (December, January) was spent getting together another 80 sequences of in game and out-of-game animation sequences for this long-running project. This here is the result of 1 session of 2 hours (planned, of course), a great sports athlete and performer (Brendan), and about 2 months of post production work […]
Comments Off on Motion Capture based work for Upcoming Game Title
Just completed a project with Red Cartel in Sydney working in UE4, a game engine that I’ve worked with a lot over the years. This was a VR project (Oculus Rift) and involved a lot of character work and working with the excellent team there to put together a solid streaming-level, matinee controlled VR experience. […]
Comments Off on Unreal Engine 4 VR project with Red Cartel
As well as my indie games work, I’m currently contracting on some high quality motion capture based work, for an upcoming title, (Edit: as well as programming animation code for the game). Here is a short demo showing some of the technical setup and programming for movement on court, utilising captured motion that’s gone under […]
A short prototype work for a client running some augmented reality demos. The task involved adding a bit of animation to a maya rigged character (which my client James supplied), bringing things into Unity and coding up some character behaviour and visual enhancements. This project is for an Augmented Reality App, built for Android.
.. are making their way into the gameplay. Watertight mechanics I’d say. Old school fighting animation. Many more sequences and moves in the pipeline. Some animations here are placeholder. Edit: I’ve updated this video to a more recent build than I previously posted – this is my blog, after all.
Comments Off on Animation work – 2.5D fighter. Project Double-Tap.
Tennis Edge Academy, is a sports training title from a series I have been developing. This one has been officially produced by a third party company Transmedia Entertainment where a work colleague of mine happened to be, who’s an excellent programmer (James). I created the character model and mocap animation here (performance based). And Transmedia […]
Comments Off on Tennis Edge Academy Training App iOS, Android
I’ve recently completed a series of animations with realistic motion using hand keyframing techniques, and here are some of my sign-off animations. This is for a production that shows in detail the categories of movement skills for a baby aged 6 months to a year.
Comments Off on Realistic Keyframing Animation – Baby