Daniel Alexander, Games Animation Workshop1 showreel with complete - TopicsExpress



          

Daniel Alexander, Games Animation Workshop1 showreel with complete breakdown: Scene 1: 3 Hit Combo + Hit Reactions The scene here was a plan for a 3 hit combo, with the ability to branch out between each segment. Each attack was done individually, with a branch plan for each, then blended together as if the player chose to continue attacking. For example, after the second attack, I chose to incorporate the Teep/Push kick, which for my plan, is meant to create distance between the player and the bad guy. The added distance was put in to allow the choices for either deciding to keep moving, attacking a different foe, or the option to switch to the players rifle or pistol for a long distance finish that enemy off, or if there is need to attack a large amount of other foes. In this case it was to follow up with another melee attack, so he closes the distance and finishes him off up close and personal. After the 3 attacks were done for Legion, we were to add a bad guy for the hit reactions. Scene 2: Dynamic Movement My choice was if a player chose to forgo entering cover and continue their movement. If the player initiated the button press within the sync distance we established to do so, the character would speed vault over the cover object to maintain their momentum, speed and direction without taking too much control away from the player. Scene 3: Object Interaction Self explanatory, this clip is to show the player syncing with an object, which happens to be a bomb, and the character interacting with the bomb. Legion doesnt look like much of a hacker to me, so he takes control of the situation how he knows best. Scene 4: Run Cycle Good ole run cycle. Scene 5: Cover Series Unlike Scene 2 where the player goes over coverage to keep moving, here the player presses the button to enter cover. We were to enter cover from movement, which I blended from the run. When in cover we had to include cover movement and interaction. I had the player draw his weapon, a short idle, the cover movement then the interaction being to pop up and shoot out of cover, ending in the rifle firing cycle.
Posted on: Tue, 22 Jul 2014 14:00:01 +0000

Trending Topics



Recently Viewed Topics




© 2015