Animation Director: Polyarc
Former Principal Animator: Bungie
Here's my latest animation show reel, including my latest work from Destiny. The majority of the animation is keyframe, but I'll clarify more in my breakdown listed below. Destiny represents the last 4 years of my career. It was a massive undertaking by all, and I'm extremely proud to have been, and still be a part of Bungie and the team we have. I'd like to send a special thanks for the animation team. An amazing group of people with passion, talent, and drive. It's been a pleasure working along side you all.
I was the Animation lead for the player, vehicles, and animation technology. Along with creating a large portion of Destiny's player content, I had the pleasure of working closely with our sandbox design, and engineering teams to help make Destiny look and feel as solid as we could make it. Try it out and let me know what you think!
1) Destiny prototype footage - the first two clips were made to help inspire and inform the team at Bungie to what Destiny could look like. This was made back in 2010. The fallen characters are all keyframe (no mocap) performances. The cape on the fallen was keyframe as well (no dynamic sim), because I wanted to control the silhouette. The cape needed to be a part of his performance. The humans are unaltered mocap of me in the spandex. My focus was on defining the fallen here, so that's where my time went.
2) Destiny gameplay renders - the casual walks each use 5 different navigation samples, 2 of which are heavily edited mocap (walk & run slow). The dance is mocap captured from a professional dance studio, and keyframe edited. The rest of the animation in this section is keyframe work. The sword melee attacks were initially done by Chris Cox, but he unfortunately didn't have a chance to close them out, so I started fresh and made new ones, which you see here. Check out Chris's reel for his prototype melee anims.
3) Destiny gameplay montage - I was the player, vehicles, and animation technology lead, which was an honor. We had/have a killer team who all did great work. Here, you can see my direct contribution in-game. I did the majority of the 3rd person player, including the supers, navigation, jumps, etc... I did some work on the 1st person player, including reloads for the sniper rifle and rocket launcher, as well as sprint slides. David Helsby and Matt Kelly were the other player animators, and did an amazing job! Go look them up.
I also helped out combatants with system definition, and the occasional animation, such as the thrall navs, cabal navs, fallen nav polish, etc....
4) Halo Reach - I was the animation lead. I helped define systems, direct the team, and purchased our mocap studio. Here's a sampling of some of my work. This is all keyframe animation.
5) Body Mechanics Practice - This is all keyframe, no mocap. You can see my reference in the top left of the screen. After Reach, and before we started Destiny, I ran a 1 week-long body mechanics workshop for the team, which I participated in. Here are my results. We kept the mesh super basic so we could focus on only how the body moves.
6) Condemned 1 & 2 - I was the animation lead for monolith making the Condemned games. This is a sampling of my keyframe and mocap work. If it was possible to capture mocap for a clip, we used it, so some of the physically possible clips are heavily edited mocap. Obviously, things like the tarman, bear, baby, & tv smash couldn't be. It was a pleasure working at Monolith. What a great studio who makes amazing games. The work here is still some of my favorite on my reel.
7) iAnimate.net class demonstrations - on occasion, I teach a class at ianimate.net. It's not often, but when I do, part of how I teach is by animating in front of the class as they ask questions. The first two clips were made live in class. The girl running was made offline and dissected in class.
8) Commercial work - I had the pleasure of working with a team of guys on the Scion Little Deviants spot. The headless guy is my work. On the goo-scene, the bottom right guy is mine.
The red guy is from 'Devils and Angles Dating'.
The last clip is Tofu the Vegan Zombie by William Vaughan. I did this keyframe animation for fun to help him market his character.
9) That bucket came from the moon - Bungie was challenged by Warframe to the ALS ice bucket challenge. We turned this around in 1 day. I did the player animation and Pat Jandro did the ghost, as well as a look layer over my player work. The player is made up of 7 or 8 different mocap clips with heavy keyframe work.
Thanks for watching my latest reel. This includes the animation work I've done over the last year for Destiny: The Taken King, as well as some recent emotes. In my role as principal animator, I'm able to participate in many different areas of the game, from tech advancements, to player/combatant gameplay animation, to cinematic animation. In addition to this, I continue to serve as animation director for the player as well as our MTX (micro-transaction) emote effort.
1) Zombie Dance Emote (AKA Thriller): 100% keyframe animation, no mocap.
2) Player Gameplay Clips: 100% keyframe. I had the pleasure of animating many of the new gameplay abilities for the player, including the new sword heavy weapon, as well as the hammer super, hammer actions, hammer navigation set, smoke dodge, and PvP rift dunk.
3) Combatant animation: 100% keyframe. I took on much more combatant animation this time around. I ended up doing lots of animation for the Cabal Bros (melee guy), Pandora Knight, Oryx, Raid Oryx, and the Taken Ogre (forget his name). Pandora knight was prototyped by Jason Robertson. Oryx sword slam was prototyped by Anthony Partridge. I did final animation on those clips.
4) 1st person shock pistol and sidearm. 100% keyframe. I really enjoy doing 1st person animation on occasion. Both were prototyped by David Helsby, and I did final animation.
5) Emotes: The Hammer Dance, and the Warlock Glide Dance are 100% keyframe animations. The rest of the emotes were based on mocap. I was the actor for all mocap except for the monster dance (aka Backstreet Boys dance), which we hired a professional dancer to do.
6) Gameplay Montage: All gameplay footage here is keyframe. The Titan and Hunter cinematics were partly mocap and I was the actor for both. The Warlock cinematic was keyframe. (mainly because I can't fly...)
I'd like to thank Bungie for being a gracious employer, allowing me to showcase this work. And the animation team for being the biggest group of bad-asses ever to set keyframes.