SR3 Jobsheet – Cutscene Animation Pass
Here is an example of a jobsheet for an Animation Pass on a SR3 Cutscene:
At this point in the process, the focus is on integrating final assets including:
- Final set
- Final characters
- Final props
- Final vehicles
- Mocap & secondary animation
- Any change requests that have developed
SR3 Cinematics Progressed per the following:
- script
- storyboard
- animatic
- animation pass
- facial pass
- lighting & fx pass
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SR3 Jobsheet – Cutscene Lighting Pass
about 10 years ago - No comments
Here is an example jobsheet that I made for the Lighting Pass on a SR3 Cutscene:
High level documentation and examples helped outline the style we were aiming for. This document provided specifics and immediate goals including which colorscript (separate reference) to refer to .
SR3 Cinematics Progressed per the following:
script
storyboard
animatic
animation pass
facial pass
lighting & fx pass
SR3 Jobsheet – Cutscene Prop
about 11 years ago - No comments
Here is an example jobsheet for one of the many cinematic props for SR3 that I directed the outsourcing on:
These props were significantly simpler to execute with outsourcing as they only appeared in cinematics. Standard game constraints and specifications did not need to be adhered to (e.g. no need for collision models).
We did author these […]
(art test) – Heist Animatic
about 12 years ago - No comments
I recently took one of our old internal art tests. I do these from time to time to evaluate the validity of the test in terms of our instruction, time required, usefulness of the result, etc. On a side note, we generally do not administer tests with applicants unless there is a compelling reason to […]
Summoner2.Cinematic.02-“Sangaril Leaps In”
about 20 years ago - No comments
(video)
This is the first in game cinematic and introduces Sangaril, a Munari (aquatic race), party member.
As with all Summoner 2 cinematics, I was responsible camera work, choreography via rough character animation, and implementation into the game. Each Summoner 2 cinematic averaged about 3 days of total work.
In hindsight, most of these scenes could improve […]
Summoner2.Cinematic.04-“The Rune Stone”
about 20 years ago - No comments
(video)
This scene introduces a “summoning” stone, which are scattered throughout the world and unlock Maia’s summon abilities. Of particular interest are the environment and the stone itself, as I created each. The stone is interesting in that I hand created the mip maps such that as the player approached, the runes would glow and as […]
Summoner2.Cinematic.05-“Prince Neru Forever”
about 20 years ago - No comments
(video)
This was a fun scene. I remember gathering with a few coworkers to choreograph the fight. It turned out fairly well, imo, even showcasing Neru’s awkward “hair-blade” attack. The kick at the end could stand some improvment.
As with all Summoner 2 cinematics, I was responsible camera work, choreography via rough character animation, and implementation into […]
Summoner2.Cinematic.06-“Leaving Teomura”
about 20 years ago - No comments
(video)
This scene showcases the launch and transformation of the pirate airship that the player acquires. This was a relatively fast scene to do. Of note, I rigged the airship and painted the matte used in the final shot.
As with all Summoner 2 cinematics, I was responsible camera work, choreography via rough character animation, and implementation […]
Summoner2.Cinematic.11-“The Heirophant’s Ritual”
about 20 years ago - No comments
(video)
As with all Summoner 2 cinematics, I was responsible camera work, choreography via rough character animation, and implementation into the game. Each Summoner 2 cinematic averaged about 3 days of total work.
In hindsight, most of these scenes could improve from better pacing. There is a notable lack of anticipation and dramatic pause. Furthermore, the […]
Summoner2.Cinematic.14-“Imarbeth’s Riddle”
about 20 years ago - No comments
(video)
One trick employed with this scene is the shot where the three characters simultaneously press the crystals. I fake three cameras by placing the characters next to one another with to black bars dividing them. I complete the effect by using a camera that is far away with a very narrow fov to minimize the […]
Summoner2.Cinematic.16-“Morbazan the Invicible”
about 20 years ago - No comments
(video)
This was another fun scene as I was able to show Morbazan playing with his opponents and then ruthlessly eliminating them.
As with all Summoner 2 cinematics, I was responsible camera work, choreography via rough character animation, and implementation into the game. Each Summoner 2 cinematic averaged about 3 days of total work.
In hindsight, most […]