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SCENE PROCESS BREAKDOWN
Breakdowns: Text
This process breakdown serves to shine a light on my process when animating a larger scene or longer animation. As I've worked as a gameplay animator for the past years I felt motivated to create an animation piece that did not consist of cycle animation as is typical in game use.
Breakdowns: Video
PPC SHOWREEL
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Here's a large amount of my work on Planetary Pest Control. This was my 3rd year game project at Falmouth University. I worked alongside a team of 17 other individuals, including one fellow animator and rigging artist. Although I worked in on most aspects of the animation pipeline throughout development my role on this project was mainly Engine and 3D character animation. I also manage the communication between other routes such as artists, programmers, and designers. This allowed me to design functional animation systems for aiming and masking animations efficiently.
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If you'd want to see other styles of animation please take a look at the "More Animations" page.
Breakdowns: Video
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