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DmC: Devil May Cry


Project overview

When I joined Ninja Theory as an animation intern I never dreamed that I would get the chance to work on the series of one of my favourite games.

Who knew the opportunity would come to me in the U.K? I always thought that I'd have to move to Japan or something. When I got the news that a new Devil May Cry game was being developed at the studio I knew that I had to get on that project or forever kick myself for missing out.

As it turns out everything went fine and I got to work on the game throughout it's entire production cycle. I learnt an incredible amount on this game and it was such a great experience for the development of my skillset as an animator. 

Responsibilities

"DmC: Devil May Cry" (360/PS3/PC)
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  • In game cut-scenes and cinematics. Responsible for the pacing, camera work, animation, transitions to and from gameplay and blending motion capture performance with hand keyed.
  • Pre-vis.Creating tests simulating gameplay to explore different ideas, which would be used as templates for final gameplay mechanics and level design.
  • Creation of full animation set and network for an enemy.
  • Creation and implementation of animation sets and networks for core gameplay mechanics.
  • Clean up and re-timing of core gameplay animation to fit the needs of design.
  • Clean up and polishing animation where needed to maintain a high standard.
  • Rigging and implementation of environment pieces to support cinematics and design requirements.

"Virgil's Downfall" (DLC) (360/PS3/PC)
  •  In game cut-scenes. Responsible for the pacing, camera work, animation, transitions to and from gameplay.