Mafia:
The Old Country
Facial Animation - Gameplay
I worked with the facial animation team to develop the Animation Blueprints
For certain actions such as running or below a certain health pool, characters will display different facial animations such as heavy breathing or a pained expression.
The Daughter: Isabella
I worked with design and animation to create the necessary
While this was being worked on, I worked with the Character TDs to ensure that the current animations were working correctly with the skeleton, ensuring that there was no quality degradation due to the difference in skeletons. This was done using runtime retargeting in engine.
The Horse
The horse
I created a tool designed to take a characterized MotionBuilder character and transfer the animations to the custom rig in Maya.
Before I left Hangar, I was able to rig the horse’s face and add a placeholder animation that is still in game.
RBF Solvers
After creating the Animation Rig in Maya for the horse, I was responsible for setting up the RBF solvers exported for the horse. This took
Tomorrow Falls
Packed with epic Heroes and intense vehicle combat, Tomorrow Falls places you in 15v15 battles to fight for humanity’s survival. Choose your Hero from a futuristic cast and utilize their mighty combat Vehicles to claim glory.
Each tank and hero had unique set of animations, designed to showcase the character of the vehicle.
During my time at DPS, I worked on
Personal Projects
During my spare time, I enjoy working on developing my own knowledge of Technical Animation, Game design and Tech Art tooling. To further this goal, I have started working with some colleagues on a Third Person Roleplaying Game during our downtime.
This project is created in Unreal Engine 5, and utilises Motion Matching, Selectors and Control Rig.
It has given me a further understanding on larger scale projects, Animation for AI, Animation Blueprints for Biped and Quadruped characters and furthering my understanding of Control Rig.
For this project, I have been responsible for maintaining the Perforce depot, allowing me to experiment and understand the administration requirements for a project and ensuring that all developers can submit without issue.