respawnlogo.png

2020

For this test, I was tasked with the following: Begin with the character entering the screen, react and engage with a threat, and then die at the end. The character had to emulate an existing Apex Legends personality, and I was allowed to be as creative as I wanted to be with my execution. The sound effects (not required) were added by me. Overall, I believe this was a successful test. It did land me the job, after all. All of this was hand-keyed.

Turnover Time: Approx. 2 Weeks

 
bungielogo_white.png

2020

This test consisted of two parts: motion capture clean-up and a hand-keyed walk cycle. These were both used to evaluate my ability, creativity and how well my skill compliments Bungie’s animation style. Having already worked on Destiny, I was already well familiar with the aesthetic Bungie was looking for.

Turnover Time: Approx. 2 weeks

 
 

Motion Capture Test

Walk Cycle Test

external-content.png

2020

For this test, I was tasked with delivering 3 shots: one run cycle, one melee, and one traversal (jumping over an obstacle) animation. I was required to make the character act like a zombie to reflect the style of Back 4 Blood. Hand-keyed.

Turnover Time: 2 Weeks

 
frontierlogo_white.png

2019

This test required that I animate a running slide or roll into cover using an already provided beginning and end pose. The timing, staging, and performance were my choice. It was especially important that this piece reflected the responsiveness of actual gameplay. This is hand-keyed.

Turnover Time: 1 Week

obsidianlogo_white.png

2019

This test required two deliverables: one fully polished animation and one blockout. In one, a bear had to kill a man, and in the other, the man had to kill the bear. It was up to me to decide which one to bring to polish in the end. All was hand-keyed.

Turnover Time: 2 Weeks

 
 
343industrieslogo.png

2019

Using the provided rig, 3 deliverables were required for this test: a walk cycle, a death, and an animation of my choice. This test was used to asses my ability to emulate Halo’s “exaggerated realism” style of animation. All were hand-keyed.

Turnover Time: 2 Weeks

 
highmoonlogo_white.png

2016

My first animation test began with High Moon Studios. I was responsible for delivering two items: a motion capture clean-up and either a death, melee, or walk/run animation. The motion capture file provided was purposefully broken in order to assess my ability to solve animation-related problems. In the end, I delivered an almost completely revamped MoCap file and a hand-keyed death animation. This test landed me my first job!

Turnover Time: 2 Weeks

 
 
Previous
Previous

DEMO REEL

Next
Next

FANIMATIONS