
About
​ Working on this project allowed me to grow into more of a technical animator role through implementing crowd simulations in an assortment of our pre-rendered scenes. (You can see my crowd simulation reel below)
I've also acted in a supporting role as a liaison between the cinematic department and the design team. Here, I work with design to determine where our scenes starting and ending locations are as well as to maintain a consistent feel as the player moves from real-time to pre-rendered conditions and back again.
Whenever characters and props change in our ever-changing game cycle, I need to make adjustments to our motionbuilder assets to ensure a 1 to 1 matchup so all animations play correctly.
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Other day to day duties:
Preparing and organizing MotionBuilder files for layout and animation
Wired up cinematics in-game through use of the Lith-Tech editor and it’s proprietary scripting
Used Maya to convert game characters and objects for animation within MotionBuilder
Responsible for creative direction, creation and management of all crowd simulations using Miarmy for Maya
Placement of set dressing for all cinematic scenes
Created custom IK/FK rigging in non-humanoid characters using MotionBuilder
Rendering and storage of scenes
Crowd Simulation 2017
Here's a crowd simulation I was responsible for in Middle-earth: Shadow of War. During this project, I was solely responsible for researching, learning and creation of all cinematic rendered crowds.
Additional Media
Story Trailer
Forge your army. Become the Bright Lord. Watch the official story trailer for Middle-earth: Shadow of War.
Gameplay Trailer
SHADOW OF WAR Gameplay Trailer (E3 2017)
Official Music Video
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Listen and let the Fires of War consume you. — Watch the official music video for Fires of War, the theme song for Middle-earth: Shadow of War.