Hi, I was hoping that would catch your attention.
It's been a minute or so since my last post
I won't start this with the usual "'I need to get back into posting / Updates coming soon!" thing that you see on most artists neglected websites.
Truth is, I post fairly regularly on social media (mainly Twitter) and this blog has taken a back seat in the absence of any recent long form content.
With that said, here's a brief update of what's happened since my last post in 2017:
Yes, I guess I'm a streamer now!
The main goal of my Twitch channel is to provide an over the shoulder view of how I approach animation. I've learned a lot over the years just watching others work and I wanted to try and give others that same opportunity. There's no set agenda, just me working on what I want to work on and sharing the process with those who are interested with a light sprinkle of Q&A.
The series is called Lets Animate! and I'm currently working on a combat sequence inspired by games like Street Fighter and Mortal Kombat. It usually runs around 2 hours and I've done a few ( 7 I think?) so there 14+ hours of animation workflow to catch up on.
Come and say hi every Tuesday at 8pm (London, U.K.)
I did a live interview with Jason Shum yesterday which was streamed on Facebook. It was a lot of fun and there were a lot of great questions to answer! The stream is now online and you can check it out on Youtube here:
I'm working on a series of animation tutorials for video games where I will be focusing on creating action-packed, high quality keyframe animation with a complete breakdown of workflow, tools and pipeline.
To catch them on release you can follow me here or in the form below.
Also, if you have any suggestions of any additional topics you'd like me to cover in detail then feel free to drop me a line either in the comments below or through the contact page.
Here is an interview I did recently with Artem Sergeev for 80 Level.
We cover how I got started, how I tackled animating Senua and the Enemies, different tools I used and various challenges I encountered.
Read the full interview here.
So it's been a while since I've done one of these, but my 2017 demo reel is now online! Hellblade was a fun project to work on with some awesome characters, and I had a lot of fun animating them. Keyframe animation in Maya, rendered in UE4.
A talk I did recently at the Digital Art Conference in Frankfurt is now available to watch... for free!
Hellblade is done.
No more tweaks, no more fixes.
Out in the world for everyone to see, on August 8th.
It's difficult reaching the end of a project to look at it without scrutiny, without thinking what you could have done to make it better, more polished. When you've spent a good chunk of time looking for problems and bugs, it's hard to see with fresh eyes what has been achieved. At some point you just have to stop and see that you did the absolute best you could in the time you had, and that's OK.
But for all the little imperfections there may be, I'm super proud of what our little team has achieved. It hasn't been easy; making games is HARD. Like, really frikkin' hard -- but it's this challenge and the amazingly talented people I've worked with that has pushed me into becoming a better animator, and a better game developer.
Now there is nothing more to do except wait for the release, and hope people enjoy the experience
I hope you like it!
I've had this free Deadpool rig for a while now and thought I'd have a play around it. It's a really cool rig and has great controls and options to fit any style you want to achieve. Anyway, this was just a test to get familiar with the rig -- I'll have a go at something with a little more punch soon :-D
Here's an update of our progress on Hellblade, now scheduled for a 2017 release. The video showcases some of the cool new stuff we've been working on.
Here's a fun little animation I found for Disney Infinity 3.0 that I thought I'd share. This guy was quite a challenge with fairly limited controls and his stumpy little legs but I managed to have some fun with it nonetheless.