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.
This video was created using game assets to establish a tonal and visual direction for the project.
Many environment assets used we had already made, and it took about a week and a half to assemble the trailer and edit it. I feel like we pulled something cool off in the short time allotment.
responsibilities : (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)
Ship design by Grant Gosler
responsibilities : (design, model, rigging, animation, implementation)
initial concept : grant gosler
We wanted a creature that could represent many aspects of modern horror. Crossing the line between the animalistic ferocity of the classic Xenomorph, the ominous ghostly stalking of the modern SlenderMan, and the body horror of The Thing.
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.
inspired to be some kind of munchkin xenomorph crossed with my greatest fear E.T. the Extra Terrestrial. I imagine they have a grotesque and detestable life-cycle. They creep, and lurk, and can be savage.
Dreams of "Xtro"
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.
taking time to refresh myself on the pipeline of sculpt to engine I created several prototype characters. Some of which are amalgamations of parts
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.