Combat & Locomotion Engineering (2025)
Highlighting a selection of recent gameplay animation systems, focusing on modern core locomotion mechanics and responsive combat states.
Days Gone – E3 Cinematic & Gameplay Sequences
Responsible for hero player animation, interactive prop rigging/animation, and key NPC death sequences. Handled custom camera staging and fine-tuned runtime transitional blends to ensure seamless transitions between cinematic beats and active gameplay.
Special thanks: David Pumpa (Wolf Animation), Mike Colontonio (Background Horde Sequences).
Pre-Alpha Runtime Systems
Showcase of dynamic, in-engine gameplay systems utilizing a hybrid of hand-keyed animation and motion capture data refinement. Engineered the runtime blend parameters, state machine logic, and animation flow for multi-layered, branching skeletal systems on the player character.
3rd-Person Action Pre-Visualization
Technical pre-visualization mapping out comprehensive character move-sets and combat choreography to define technical requirements ahead of formal motion capture production.
Spider-Man 3 – Quick-Time Event (QTE) Sequences
Keyframe animation for cinematic, high-stakes Quick-Time Event sequences, focusing on dynamic weight, impact, and precise timing window framing.
Spider-Man Move-Set & Gameplay System Pre-Viz
Conceptual system design and motion prototyping proposed for character mechanics, web-slinging physics, and agile locomotion variants.
Spider-Man: Web of Shadows – In-Game Combat & Locomotion
Production-ready runtime asset creation for fluid, high-velocity aerial combat systems and signature ground-to-air locomotion mechanics.
From Doodles to Pixel Playgrounds: A Development Timeline
Shared primarily for students, collaborators, and historical posterity rather than commercial placement. This presentation tracks the macro evolution of creative workflows, tracing an architectural line from loose, raw student thumbnails straight into major production releases and shipped gameplay loops.
Note: Included here as an educational roadmap to uncover the iterative journey behind a career in AAA technical art and character performance design.
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