2023-2024
Undergraduate Student Capstone
Technical Artist (Rigging, Motion Capture, Animation)
Unity, Maya, MotionBuilder
I did all of the rigging of To Oasis as well as the majority of the animations. We also used motion capture for some of the animations, where I was in charge of cleaning the motion capture data and getting it ready for Unity.

Early shooting build

Pistol animations and early vfx

Testing the auto pistol animations w/o the model

Tuning the feel of the automatic pistol

Lighting shader to indicate ammo

Screenshot of Gun Reload

Automatic Pistol Reload Keyframe Animations

Shotgun Reload Keyframe Animations

SMG Reload Keyframe Animations
Gun Rig and Animation
I rigged the guns for our game.
I also did all of the animations. At first, we wanted to use motion capture for the guns, but that ended up not working out well as we realized that the animation being too organic was actually a downside since we wanted more visual clarity and precision for this particular part.
I ended up doing many keyframe animations for the guns, accounting for many aspects such as sliding, running, ADS or Hipfire. Above you can see some of them, such as the reload animation.



Other First-Person Animations
I designed the multi-layer state machine to manage all of the animations we had for the player in our game. It required a lot of tuning to ensure that the animation behavior was as we wanted it (e.g. went multiple control inputs were put in at once which animation gets priority).
While most of the gun animations didn't use Motion Capture, the item use animations, such as the needle or grenade did. We also kept the first MoCap reload animation.

Modular Worm Rig

Rigging
The worm rig is modular in the sense that each segment is it's own rig and they follow each other. This allows us to scale the length of the worm and also speed up the iteration and development pipeline, since any change to one segment would apply to all of them.
I also rigged the player arms, and the other two bosses. As well as rig and motion capture for a boss that was ultimately cut from the game.




Motion Capture
We used motion capture for our game. I was mainly in-charge of cleaning the animations, adding keyframes to them, overall making sure they were ready to be used in-game.
I also had many considerations made to the humanoid rigs so that they would work well with the motion capture pipeline.