These were a series of in-game cinematics that we put together to show off the different characters and their kits in Infinite Warfare. I was the sole character animator on this one (although I was working from some pretty decent mocap), modeled and textured some of the scenes, animated some of the other elements, got to do the smoke and fire effects for the “phantom” spot, and helped with compositing.
This is an esports graphics package that we put together for the Heroes Global Championship. In the original one we put together I didn’t have much to do with the open, but animated most of the full screen elements and transitions. We refreshed the package this year and I replaced most of the footage in the open and updated a lot of the full screen elements and transitions. I also did a lot of toolkitting and prepping for distribution to the broadcasters both times. Make sure to check it out whenever Heroes of the Storm is streaming an event!
This is an esports graphics package that we put together for the Overwatch World Cup in 2016 and refreshed in 2017. Both times I primarily worked on full screen elements and transitions, and only did a small amount of work on the open.
Open Animation for the Rocket League Championship Series done at Capacity. We all picked up the game when it was free for Playstation Plus members and loved it so much that we regularly had tournaments at work. You can imagine how excited we were for this one.
Watch the full open in Capacity’s post.
This is an esports graphics package that we put together for the Call of Duty World League. Since this project we have done many other iterations of this package for their various esports events. I did some modeling, texturing, animating, compositing, and toolkitting our files to be distributed to the people handling the broadcasts.
Check it out over at Capacity’s post.
We had the opportunity to create a new Hearthstone esports broadcast package at Capacity. Being a huge fan of the game (I recently hit legend rank for the first time), I definitely enjoyed creating animations and effects that fit the game’s art style. I had way too much fun coming up with win/loss/ban icon animations and probably made somewhere north of 50 different animations. Make sure you check it out whenever PlayHearthstone is streaming an event!
League of Legends was launching a new character skin and asked us at Capacity to create a launch video for them. It was the first time in a while that I worked with character animation, and my first time using the moclip system in Cinema 4D, which made this project both challenging and fun.
Check it out at Capacity’s post.
This was a massive rebrand of Total Access for NFL Network done at Capacity. This was also my first real broadcast package and I learned quite a lot about all the elements that go into a package like this that I had never really thought about. Most of my contributions were building the animated textures for the walls, compositing, environment animation, and camera animation.
Check out the montage over at Capacity’s post.