Breakdown (unless stated otherwise all elements created by me)
1) 00:00 - 00:25
"Oscillate" 4min audio visual style animation done in Houdini (Nuke+AE for comps).
Responsible for everything including music. Part of the animation is driven by the audio as well as the MIDI files in CHOPS. Wrote some VEX to make a SOPS operator to create and animate complex wave forms. The Processing programming language proved invaluable for sketching out code to develop my initial concept. (processing.org).
2) 00:26 -0 0:31
"MTS Runner"-Shilo. My part: worked on particle RnD in Maya, also built MEL script to duplicate particle system quickly across the 3D scene for a last minute addition (each column being an individual system).
Houdini - Procedural geometry deformation driven by a feedback loop based on characters footprints. Same feedback loop also controls fire sim, leaving fuel on character's footprints. Character done in Maya, comp in Nuke.
4) 00:37 - 00:46
Houdini - stylized smoke vortex/tornado. Custom velocity field built in Houdini through VOPs for spiral base of tornado and sine/cosine expressions on a line to create spiral going upwards (CHOPS for noise)