I’m honored to share that I’ll be speaking at GDC 2025! This will be my third talk, but this time, I’m diving into a fairly heavy topic that’s a bit outside my usual comfort zone. Check out the details in the link. I’d love your support!
https://t.co/wdMxXKKs3y
Great example of how even massive, heavy creatures need sharp, quick movements to sell weight. The sharp moves give the perfect amount of space for the jiggle overlap & settle that is soooo satisfying.
This really resonates with me! There is a great deal of creativity in Motion Capture, if you give it a chance. Working with and editing mocap ≠ mocap cleanup! That said, capturing and cleaning up mocap is an art in its own right! Those who know, know.
No one was a bigger hater of motion capture than me.
Back in the mid 90s, it was hailed as tech that would replace animators, which obviously angered as well as scared me. And raw mocap always felt so aesthetically dead and robotic to me, in comparison to keyframe animation.
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A recent animation grad told me they turned down what would have been their first gig because "the movie seemed like it might not be great." 👀
I'll tell you what I told them
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I had the immense honor of directing this teaser for Compulsion Games (‘We Happy Few’) The team worked super hard and it shows. I’ve watched this a million times, but the amazing vibe of this piece still hits me right in the feels.
https://t.co/HYAIeYaiBh
#xbox#compulsiongames
Pretty Interesting. Motion Capture to drive practical prop characters instead of digital ones. Would love to play in this sandbox!
https://t.co/JeowG2v8VQ
When you see the animation reels of game developers, one may assume the clips shown represent the entirety of the work. But it's usually the tip of the iceberg.
Here's a taste of what went into making one functional attack from my animation reel.
Warden - Moss: Book 2.