Showing posts with label video game. Show all posts
Showing posts with label video game. Show all posts

Monday, October 29, 2012

Game Attack Animation - making it better!


Aloha compadres! This post epitomizes what I love about working in the entertainment industry - constant development and an environment that thrives on giving and receiving criticism. Refining toward clarity and appeal. I had done a quick animation exercise a while back and was pretty happy with the results. It's a quick video game style animation that can pose blend at either end.

With all animation I was trying to keep in mind clear posing, anticipation, overlapping action, weight, character, compressions, timing and spacing among a myriad of other things

Earlier version: (the videos are better on youtube since they don't crop the widescreen format)


After showing it to a few animator friends (Thanks Allen, Scott and Stephanie) it became apparent that although I had learned a lot creating the shot, there was still more I could be taught by revising the shot.
I revised the shot paying particular attention to spacing. Spacing is everything!!! Spacing imbues animation with weight in the relationships between 3 frames, every frame has to matter. Taking the time to learn again from the feedback led to more and more learning in a shot that I was satisfied with earlier. Growth isn't only making more of something, but realizing where correction is possible and applying it wherever needed (past, present and future).

I also took a stab at compositing the Maya renders with multiple layers of painted backgrounds to create a richer environment.

Here's to forever learning, forever growing.

Tuesday, April 17, 2012

Junk Fu= Whack-a-mole+Guitar Hero+Fruit Ninja














My latest game to be released, Junk Fu for the Kinect Fun Labs, was amazing to see being developed. What started out as an "urban ninja training ground" shifted to a "retail rampage," then "cosmic karate." The game solidified as a "martial arts trash smash-athon".  Everything was meant to look distressed and worn out, a futuristic junkyard with outrageous props for destruction. Here are some of my pieces from the game.























The paintings below were quick concept painting, no more than a few hrs. that show possible gameplay environments. I even painted donuts for one of the concepts! Note that the final and purple/pink one use strict 1 point perspective. It was decided to fake 3D and have either the world or the objects advance. In the end we did a little of both.






















In gaming and animation you truly check your egos at the door, everyone is willing let their contributions be discarded/ molded to help make the whole better. Even though there were some wonderful ideas, we worked together to get the best option for out scope, team, and time. Casey D. and Shawn worked on the art with me (Shawn concepted the items to be destroyed and Casey made them look amazing as well as do the final UI elements)

All work it copyrighted by Microsoft. So don't be a hosehead and steal stuff that's not yours.

 

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