InfestStation 2022-24

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. I'll be adding works to this page gradually, in chronological order with newer pieces on top. Peruse, enjoy, be annoyed by the disorganization.  May contain assets created by others. I'll try to stay specific.

Many many many images.  They can be expanded by right clicking -- open in new window.

Trailer Oct 2023 : 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.

3D Blockouts : I took the opportunity to build several 3d blockouts based on concept art, for prototyping. I focused on broad shapes and forms

2d Concept Art

Splithead :
this creature went through several iterations in early phases while I worked out the forms

Wicked Cool 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

A very simple eye shader using bump offsets and radial gradient masks for different colors and textures. Surprisingly effective!

STARCHILD : quadrupedal creature with a form inspired by XTRO. I wanted it to be somewhat the classic 1950s alien archetype, strange and empty black eyes, and a human-child-like form when it takes a bipedal stance.

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.

Ghosty . another quicko sculpt with some experimental materials.  Trying to imagine a ghost FX. Additive emissives on such a high poly mesh are very expensive, so I've recently started trying more fx with masked transparency

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, Blockous, 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