Other work

 

 

  3D ANIMATION WORK

 

 

A Medieval Knight Reimagined - 3D Animated Short


For this project, I created a highly realistic suit of medieval armour and developed a simple short animation. Rigging has been completed in Maya to enable all of the separate layers of the armour to move in realistic and believable motion. Although this made animation more tricky to complete, as clipping would occur often when moving the rig. The animation took approximately 3 weeks. 

The story focuses on a wounded knight, post-battle. This mysterious knight has clearly slain many warriors, yet shows remorse for his actions upon reviewing the now silent wasteland. 

Full documentation of this project can be found here



'The Dodgy Stew' - Full animation: 


Project overview:

I was tasked with retopology and animation of the main Chef character of this project. I undertook the animation in Blender, my first time using the software. I achieved the animation and generation of facial blendshapes over a couple of weeks. I would've liked to refine the animation more with extra time.
 



2D VFX WORK (NUKE)





Rotoscoping & Wire Removal - Nuke

During Year 2 at the University of Greenwich, I was tasked with rotoscoping & Wire Painting for this VFX-based group assignment. This was achieved in Nuke. I had to rotoscope the figure completely and remove the 2 wires holding the objects in shot. 

Here is the final composite I submitted. Below is a brief summary of my work done. This took a couple weeks to finish, as the plate was not easy to clean up.

No Clean Plate was provided, so I had to make one from scratch. 

I then added this clean plate and proceeded to rotoscope the subject out of the original plate.

This required me to track the footage to place the new clean plate correctly. 

I then proceeded to use a RotoPaint to paint out the wires. 




UNREAL ENGINE EXPERIMENTING




'COFFIN FEVER' - Game prototype

 
Prototype demo - Unreal Engine
 
During university one of my assignments was to develop a simple game prototype to test our basic skills with Unreal Engine. I opted for a 3rd person rogue-like. The idea was never to develop a full game but meerly an excersize to explore Unreal Engine. 
 
The game features a humanoid skeleton character inside of a catacombs. The game pitch states that various enemies/bosses can be fought and items can be collected along the way to benefit the player. Maps are to be procedurally generated and randomised for unique playing experiences (Although this prototype featues a fixed layout). 
 
Basic mechanics are included in this game prototype, such as controls for moving the character, attacking other NPCs, custom animations/character models, collection of items and access to 'locked' areas of the world. All assets are custom/adapted by myself, and modelled inside of Maya.

A link to an extensive documentation of this project can be found here





MOTION GRAPHICS WORK

 

 

 

'BELOW' - Title Sequence Design

Created with After Effects.

Project summary:

During A-Level 2017 I was contacted to help work on a Title sequence for a short film titled 'Below'. I was able to create a suitable design which met the requirements of the client. It was requested the title should utilise a dusty and scratchy appearance, with vines which grew across the text as the camera gradually zoomed in. 


'MACABRE' - Title Sequence Design

Created using After Effects

Project overview:

During A-Level an assignment I worked on was a horror teaser trailer. I took the opportunity to improve my skills with After Effects, and worked individually on the following title sequence. Using my basic knowledge of the software, I was able to find a creative approach to create the sequence, using effects, keyframing and expressions. 
 
 
 




2D ANIMATION WORK








'Breaking Point' - 2D Animated Short



I was assigned to create a short 2D Animation. I created the characters in Adobe Illustrator, and animated the project in After Effects. The title sequence was also created with After Effects. 

I decided to focus on a depressing story in order to achieve my desired art style, inspired by the game 'LIMBO'. The story focuses on a grieving man, with life throwing many obstacles and hurdles along the way. At some point the character faces his grief, offering the oppourtunity to move on and improve himself. However, to avoid cliché, I instead opt for a more subversive ending, left intentionally vague to allow the viewer to conclude how the story ends. 

An extensive blog documenting my progress and work on this project can be found here.



'Stronger Together' - 2D Animated Short


This group project was my first attempt at 2D Animation. My animation contribution begins from 35 seconds until the end of the video, as well as the basic title sequence. We all produced the animation using Adobe Animate. 

In my group of 4, I chose the direction of the character art and the premise of the story. Being our first animation, I opted for a highly simplistic art style to ensure we could focus on the story and quality where possible. In regards to the story, I wanted to focus on the popular proverb "If you want to go fast, go alone; if you want to go far, go together.". The art style helps to clearly reflect this message. 

A blog documenting the progress and decisions of this project can be found here.

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