In 2022 I joined AtomSwitch as Animation Director. Our team was small, and so I took the opportunity to use all of my skills and knowledge to create a plethora of content , from concept, to sculpting, to animation and implementation.
Many many many images. They can be expanded by right clicking -- open in new window.
Previs-Concept Teaser (Oct 2023) : This video was created using game assets to establish a tonal and visual direction for the project. I was responsible for planning, layout, storyboards, animatic, animation, lighting, implementation, building the sequences in unreal, rendering, VFX, Post Process FX, sculpting, rigging and animating the creature, and a few materials, textures and editing.
Many assets used we had already made, and it took about a week and a half to assemble the trailer and edit it. In the future I'd like to take more time and not work as hard, but I feel like we pulled something cool off in the short time allotment.
Screen Materials
relatively cheap material using bump offsets. I found that I could add a blurring effect to it by treating the normal map like a vector. It comes away looking somewhat distorted as though there's moisture under the screen, or subtle refraction.
Zombie Heads
SPACE GOBLIN : inspired to be some kind of munchkin xenomorph. I imagine they have a grotesque and detestable life-cycle. They creep, and lurk, and can be savage.
Early Material FX.
I was experimenting with render targets imagining an interactive map that the player could use to navigate. The player would be inputting controls that translate the 2d Capture camera.
Then tests of a stylized view mode for spotting enemies.
experimental hyper-expensive additive translucent materials with vert offset fx
Creature Prototype Assets : taking time to refresh myself on the pipeline of sculpt to engine I created several prototype characters. Some which are amalgamations of parts
Two heads on chairs
Early Mood Pieces, Blockouts, and Material and Lighting Tests 2022 :
I spent a lot of time learning unreal materials, and level editing. i was trying to use basic motifs and few pieces to create interesting spaces and patterns efficiently.
Proto player character made by other artist
Random Material Play