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Puzzle Bobble 3D: Vacation Odyssey (VR, PS4, PS5) |
Responsible for rigging all of the characters and the primary weapon. Created a custom control system for texture based eyes that was easy for animators to control look-ats, blinks, and animated pupils. Develeloped a system where the spikes on the character always had to be sideways facing to the camera in any position and not collapse on each other. |
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official credits: sr. technical artist |
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Big Rumble Boxing: Creed Champions (PS4, Xbox, Switch) |
Responsible for rigging the majority of the characters and making any changes needed to the characters to translate a game created for VR, into a flat screen game. Created the majority of facial animation introductions, reactions and celebrations for the fight sequences in Unreal4. |
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official credits: sr. technical artist |
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The Walking Dead: Onslaught (VR) |
Responsible for rigging all of the characters, weapons and vehicles in the game. Working with the character and weapons modelers to ensure proper technical requirements were met for an animation ready asset. Developed processes for handling the rigging of a large numbers of characters and weapons. Jumped in to handle modeling and texture modifications to numerous weapons and other assets. This was one of 5 games I was working on at once. |
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official credits: sr. technical artist |
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Westworld: Awakening (VR) |
Responsible for rigging some of the main characters and technical rigging guidance for several of the more difficult problems. Rigging of weapons and interactable objects in the environment. |
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official credits: sr. technical artist |
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Creed: Rise to Glory (VR) |
Responsible for rigging the majority of the characters and championing the process for uniformity in the models to simplify production. Developed a joint based secondary animation system to handle muscle deformation and breathing. This was one of 5 games I was working on at once. |
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official credits: sr. technical artist |
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Battlewake (VR) |
Responsible for rigging all of the characters, and cloth simulation setups. This was one of 5 games I was working on at once. |
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official credits: sr. technical artist |
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Electronauts (VR) |
Responsible for character rigging and the majority of the exterior ship model. |
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official credits: sr. technical artist |
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Sprint Vector (VR) |
Responsible for rigging the majority of the characters in the game, including seting up all cloth and secondary motion systems. |
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official credits: sr. technical artist |
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Raw Data (VR) |
Raw Data was our first full length Virtul Reality game in the early days of VR (2015). Responsible for all character, weapon and prop rigging. Modeled, textured, rigged and animated quite a few hero assets including the main pistol, the bow and arrow, terminal extractor and outdoor tram system. There were countless tests during pre-production and development that were completely new, the rules of what works in VR was still in its infancy. |
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official credits: sr. technical artist |
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