Saturday, March 22, 2008

Aftereffects Animation On Generation Jets

Here is an Aftereffects animation made at B-Train films for the TV series Generation Jets. Each episode had an informational montage where we would show a historical example to the tieback theme. Each episode was given two weeks to complete, this included concept, photo searching, photo modification, rigging of scenes, animation, coordination with animators and any notes that the company president would have. It should also be noted that there was a difference in oppinion between the off-site writer and the on-site director who wanted us to inject as much 'fun' as possible to the rather dry writing.
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WoW Fan-art





This is the most recent image I've been working on, along with two concept sketches preceding it and a pattern designed for the robe. It's a fanart piece for the massively multiplayer game World of Warcraft, it involves two 'mages' or wizards charging up to fight each other. The final design should involve two panels where you see the fight from both of their perspectives.

Diablo 2 and WoW Fan art



Here are two more pieces inspired by video games: the first is of a character from the PC game Diablo 2: he's a Necromancer and every time I tried to smooth it out his character got lost, so it remains rough and gritty. The second is of a common event in the Massive multiplayer World of Warcraft called 'Ganking' (it's when one player jumps a player on the opposite side), this image makes it look a lot more elaborate than it is in the real game.

Commercial Work for B-Train Films




Here are three images developed for a Jets commercial featuring Brad Smith. The concept was 'the incredible Mr Smith' who excelled in super speed, precise throwing accuracy and unstoppable tackling.

Pictures with a purpose




These two images were illustration exercises: the first is trying to illustrate that classic dream of falling, while the second is imagining what life for the cyclops was like before Odysseus showed up.

3D Coffee!




Here are some stills from one of my first 3D animations. It was kind of a romantic video where a small coffee cup gets chased by a large creamer and in the end gets kissed.

Face turn-around



One of many heads made in Maya. Hanging out with a lot of game developers has always made me very mindful of keeping the polygon count of any model as low as possible. So the following models are not only trying to look good, but also efficient.