3D Modeling & Animation
While taking classes on game development, I used Maya and Substance Painter to create, texture and animate 3D models. Click the play buttons to activate the models and explore them from different angles!
ANIMATION: Cheeky Chest
Animating a provided treasure chest model to give personality. I took inspiration from old Rare games like Banjo-Kazooie to give it a stylized, bouncy idle animation and cheeky response to player failure.
MODEL: Scarecrow Diorama
Diorama featuring a scarecrow taking a night off to enjoy the night sky and a bit of moonshine. Student work creating a scene with various materials and simple storytelling.
ANIMATION: AZRI Secondary Animation Layers
Using the Game Anim AZRI rig, I was given a 2-part assignment that involved creating Idle/Walk/Run cycles for the first half, then using animation layers to add additional actions. I chose to animate an exaggerated yawn and finger gun greetings that would override the original arm swing of the walk cycle.
MODEL: Fishmobile
A take on a single-occupancy, goldfish-inspired submarine. I was inspired by seeing faces in the grilles of cars and old, rusted cars with silly bumper sticker collections.
MODEL: Character from Silhouette
Early assignment involving creating a character from a professor-provided silhouette lineup. This character was not intended to be animated, however, I took inspiration from a DIY Halloween decor tutorial, placing the eye texture into bowl-like divots on the face to give the illusion of the character’s eyes following the camera.
ANIMATION: Robot Arm
Animating an instructor-provided robot arm to give the machine personality, practice communicating weight and object interactions.
ANIMATION: Flying Robot Loops
Using a provided model, I was tasked with creating an idle, fly and one additional animation. Special care was taken into the antenna on the back of the robot so that it had a realistic amount of “wobble” in motion.
MODEL, ANIMATION (test): Weapon
Untextured animation test for a magical girl inspired MOBA weapon, illustrating how a player may swap between the weapon’s close-combat (greataxe) and long-range (crossbow) modes.