Eldritch Abyss
Animator: Gabriel Tiamzon
Animator: Gabriel Tiamzon
"No one can be perfect, however everyone can be better".
Eldritch Abyss by Studio Erinyes is an isometric dungeon crawler where you explore and fight the unique and grotesque world of HP Lovecraft. The universe of Lovecraft, or more commonly known as the Cthulu mythos has always been a main staple as a creative resource what with it's unique classification of cosmic horror, in addition to inspiring so many works. Characterised with it's focus of greater beings of the cosmos, the mythos is known for it's multitude of horrific creatures that run tangents from what you would expect from conventional horror. In the game you play as a wandering soul traversing the depths of a dark and creature infested dungeon, armed with weapons and magic you face the monstrous horde heading deeper into an infinite void.
My contribution for this project came in the form of character animations for the player character, the animations themselves can be seen below.
Player Idle Animation
Player Run Animation
Player Sword Attack Animation
Player Bow Attack Animation
Player Staff Animation
Player Spell Cast Animation
First thing on the list is pre production, firstly I sat down with the client and had them explain to me all relevant information about the project, in this case I had the project lead discuss to me what the game was about, it's type, it's themes, things that will contribute to my understanding of what they would want.
After getting a full breakdown of the project, I then gather other animations to be used for reference whether it be scouring the web or recording myself, in the case of online searches I also like to get the client involved by having them send in examples to better understand what they want and in turn tuning my cone to their preferences.
Once the references are gathered along with the rig fully functional I then set of to animating, since this was my first taste of animating in games there was a bit of a learning curve I had to trudge through in the form of anticipation. Since the character was controlled by the player it meant that the animations must be snappy and intuitive, as such I did some extra researching learning how game animators sneak in a few frames of anticipation or even finding other ways to emulate it.
In terms of the actual process I first blocked out the animations by animating their key frames, then I would go with a secondary pass that would add the additional features such as secondary action and weight. This is all doen with the Cient in mnd with me continuosly updating them with the animations made.
As a part of my contribution to game was to also create an animated short featuring the payer character, here we have the character looking up the entrance of the dungeon contemplating whether or not they should enter.
Overall this project I found to be quite the Challenging in more ways than one specifically more so on the actual animating rather than the technical side of things. See although learning about how animations in games were passable over time the rig I was actually given to animate was not. Rigging itself is it's own specialisation with it's own specific skills and techniques. The rig I was given was not made by someone who specialised in it and as such the rig was not what I had in mind. The original rig was so unusable that we had to completely destroy it and instead use an auto generated rig. The model was now usable but just barely, the rig only provided the main joints meaning that it didn't even have finger articulation and the skinning was horrendous meaning that extreme pose were completely out of the question . In short I had a real frustrating time animating any extreme movement would straight cause the rig to collapse in on itself not to mention it was quite buggy from the start. This also continued into my character short which due to the constant error's had to be lowered in quality.
Now I know that for me to get the best results I' need to be working with someone who can actually specialises in rigging.
"Greetings! Thank you for sharing your time to view my work, feel free to contact me about my work."
Full name: Marlon "Gabriel" Tiamzon
Email: tiamzonmarlon1@gmail.com
Porfolio Site: https://prxymrn.wixsite.com/prxymrn
Software
MAYA
Specialisations
Hard Surface Modelling
3D Character animation