Here is a collection of some of my animation from God of War. I was involved on multiple characters across the game, touching on everything from pre-viz, mocap direction, and polish. Below is a breakdown of some my responsibilities shown in the reel.
== Thamur (Stone Mason) ==
I was responsible for overseeing all interactive sequences and additional gameplay animations. This included prototyping, pre-viz, scene assembly, mocap direction, preparation of files/notes for outsourcing, mentoring and supervising additional in-house animator help, and bringing my own shots to completion. The sequences are a mix of keyframe and heavily modified mocap.
== Tatzelwurm ==
I created the majority of the animation set, and concepted/blocked out the attacks and CS kills (some of which were completed by other animators - Mike Trikosko & Jack Ebensteiner).
== Atreus ==
A number of animators have worked on Atreus over the development of the game. For roughly half a year I worked on improving/simplifying his navigation and combat. Jack Ebensteiner subsequently took over.
== Hel-Brood (Projection) ==
I was the initial animator to begin work on the Projection, establishing some of the movement style.
== Full Breakdown ==
0:08 - 0:20 (Hel-Brood & Tatzelwurm) Keyframe.
0:20 - 0:24 (Atreus) Motion capture.
0:24 - 0:32 (Kratos resurrection) Motion capture and keyframe.
0:32 - 1:19 (Baldur impact until Hel-Broods landing in the chasm) Motion capture and keyframe. Baldur's wall impact and fall was modified from an existing animation. Kratos running across the arena, then impacting with Thamur's ring trying to stop it was full keyframe. Kratos lifting the ring and holding it above his head was motion capture. Atreus running in to shoot, and Baldur getting up and charging was motion capture. Kratos getting knocked back by the explosion and falling into the chasm was keyframe. Kratos/Atreus/Baldur recovering from the fall was motion capture. All of Thamur is keyframed. Projections were existing animation.
1:19 - 1:43 (Kratos throwing the axe into Baldur) Heavily modified motion capture. Baldur getting knocked back by the axe was keyframe. Thamur is keyframe. Kratos getting knocked back by the chisel slamming down was modified existing animation.
1:43 - 1:50 (Kratos throwing down the chain blades) Baldur uppercutting Kratos was re-purposed existing animation done by Fabian Johnston. Kratos recovering from the spin and throwing the chain blades was keyframe. Kratos and Baldur getting back up from the impact was motion capture.
1:50 - 1:54 (Baldur headbutting Atreus) Motion capture and keyframe. Most of Atreus was keyframed.
1:54 - 2:11 (Kratos rage to landing on the bracer arena) Motion capture and keyframe. Kratos spinning Baldur around, the throw, Baldur in-air and impacts were keyframe.
I'd like to thank my leads and colleagues for their trust in me to take on the Thamur sequences! This was by far the most challenging project I have worked on and I'm proud of what we have accomplished.