(Full Animation Reel)
For me to feel like a project is officially complete, my brain requires an animation showcase to be made. Here's the animation I've personally created which I'm most proud of for Moss: Book II. I hope you enjoy.
When it was time to imagine new enemies for Moss 2, I thought a dung beetle would be interesting. Mainly because it would be a character rolling around something with them. Here's where we landed:
Also, 50% off holiday sale time at !
Code: HappyHolidays
For Moss 2, we gave Quill the ability to climb and jump along walls. We used a blendspace of 8 directional jump samples. They travel the same radial distance at the same speed so blending looked solid. Here's the visualization clip I used to communicate the idea to the team.
What I love most about Baxter’s work is his focus on nuance. He doesn’t over rely on smears, hiding locomotion in quick actions, or pose pops. He tackles actions head-on and describes so many details, like in the bounding here. It feels more grounded to me because of this. 🦴
Some prototypes work out, some do not. This little fella didn't make the Moss 1 roster. He didn't fit into the design of the game well enough. But he was a fun brainstorming exercise. Here's a few rough clips created to test ideas on how he'd move, attack, block and expire.
During development of Moss, we toyed with the idea of giving enemies some personality. It worked pretty well. So well, we felt bad fighting them. They felt too sympathetic and demure. So we decided to remove the face, and focus more on making them seem appropriately menacing.
When we found out about PSVR2’s eye tracking, first thing I said was “oh, damn, we so need to do a staring contest feature.” - half joking.
Then we actually did it last minute.
Pre-Vis for an idea can be pretty abstract when collaborating with Design. Here we were exploring (Moss Book 2) how we wanted damage to flow so we could fit a weapon to it later. This was super early hit-box concepting.
Quill was gracious and went along with it.
1/5 Game development includes much more than you see in the final game. For example: We tried different ways to add vertical gameplay to Moss 2. Tried doing a rope climb, but ended up with a wall climb instead.
Here's what a system prototype looks like for us:
More of my
#destiny2
work. I was inspired by the intensity and rage of the Hulk from The Avengers. Can you tell? These playblasts are my direct contribution, but the Cabal Bruiser you see in Destiny 2 was polished and shipped by the amazing team at Bungie, after my departure.
When you see the animation reels of game developers, one may assume the clips shown represent the entirety of the work. But it's usually the tip of the iceberg.
Here's a taste of what went into making one functional attack from my animation reel.
Warden - Moss: Book 2.
I'm excited to post my latest animation showcase including work from Moss and Destiny 2. I'm very lucky to have had the opportunities I've been a part of. I'm immensely thankful to Polyarc and Bungie. I hope you enjoy.
These renders are my keyframe animation (no mocap) contribution to early Destiny 2 brainstorming. The amazing crew at Bungie completed the game after my departure, so these clips have likely been heavily altered or not used in the shipping game.
#Destiny2
I miss animating Quill here. In Moss 2, we had puzzles that required you and her to use her hammer on ground buttons. If players took too long to figure it out, she’d play this hint. She’s a good partner.
One of my favorite things about animating Quill is giving her the ability to express herself using
#ASL
. Not only does this ground her in reality, but it's a genuine honor to help represent the HoH community.
Here are some examples from a recent collaboration with Meta.
How do you all tend to work? I’ve had the same general process for a long time now and I’m curious:
- Find a key pose/idea (Started with the pose at the top of her jump)
- Build core poses around it
- Tween it
Quill responds to wind using a 360 degree blendspace fed by 8 unique additive samples. Wind intensity drives the amount of influence. This allows her to respond realistically to wind from any direction. We can apply this over most base clips.
This is the left sample.
Coming up with new characters is immensely rewarding. This little fella's name is Coda. He was co-created by
@ChrisPolyarc
and I. He's part of an internal demo from a while ago.
Figured it would be cool to peek behind the curtain, see that we have more than mice in our blood.
Not every idea makes it into your game. This proxy-mesh prototype for a living plant certainly didn't. But it's always fun playing with ideas even if they don't work out.
Baqir is sleeping in on Thanksgiving.
Introducing a new lecture to the Space Switching course at Animation Sherpa! Having prone characters conform to moving ground is typically not easy. But it can be.
Use this coupon for $100/off: BlackFridaySherpa
I want to say Thank You, to the 1.7k+ animators who've joined the Space Switching revolution! It's an honor to have been part of your journey!
3+ years in, to make access easier, I've dropped the price to $349. 🐼
This fella is a an experiment dummy. A quick block model made of simple shapes for us to test character ideas with. I’d try different proportions, make simple motions. Just mess about at a very low cost. The goal isn’t production, just exploring possibilities.
After 8 years of the greatest, and most challenging moments of my career, I’ve chosen to move on from Polyarc. I’m immensely thankful to my friends there. Y'all be missed severely.
I created this video to celebrate my time there. Hope you enjoy my trip down memory lane. 🐭
We gave Quill the ability to respond to the ground moving under her. She has 4 unique off-balance anims (front, back, left & right) that blend over her idle based on the angle and intensity of the directional velocity. Which results in what you see here. Fun to mess with her.
Had a great conversation today about gameplay characters, and how to add interaction to a linear narrative. So much depth to that topic.
Got me thinking about Quill, and some of the tricks we used. Like this clip, where she would boop the statue’s nose once, IF she’s close.
#Glassbreakers
, Polyarc's newest game is upon us! Wanna play?
Back in 2015 when Polyarc was a dream more than a reality, we began two prototype demos. The first was Moss, the second was Glassbreakers. Here's some OLD animation of mine from that demo:
We also added an exit-early notification window. This allowed the player to continue to jump without gameplay feeling sticky, while maintaining her physical weight. I had to author each sample with this constraint in mind. Here's what it looked like looping on the notify start.
For
#MossBook2
, we prototyped jumping back when hanging. I built a blendspace with 20 samples describing left/right, near/far. It looked and felt great as a first pass. Just needed more time to polish than we had. Decided to save it, hoping we’d get to use it in a future project.
Did this a few years ago while eating lunch. I loved this little guy in the old Mega Man games so I had some fun with shape animation. No rig, just keyframing basic geo.
Anyone else do fun little throw-away anims when they're eating lunch? If so post please! I'd love to see! 😁
@Vingu1K
Though I love doing combat gameplay animation, taking a truly horrible life experience and turning it into something moving that helps people recovering from a pandemic feel like they're not alone... This one was personal.
Happy Holidays, everyone!
I animated this in my spare cycles. Was hoping to animate the camera as the reader creeping up on her, but ran out of time. Was a fun little side project. Our art director Chris made the ornament and Tyler handled the lighting & rendering in Unreal.
There is only one button for dodging. The player character will automatically dodge high, low, or middle responding to Heavy Knight's attacks. Part of this project is to explore such contextual animations, which is fun!
We all see amazing game/film trailers all the time. But what goes into making a single shot in a trailer?
For the recently announced
#Glassbreakers
game, I helped by creating custom animation for the trailer's climax shot. Here's how it was animated:
I lost my damn mind when I arrived at work today, after holiday break, and found this. Our audio director Stephen Hodde had these made from an animation bug video I showed him.
#slenderquill
Happy Holidays, y’all. I’m thankful for this incredible community and all the super talented artists/animators who inspire me daily.
Hope you’re safe, happy and warm.🎄
p.s. Yeah, this clip is from a few years back but… I still like it.
We actually planned on having this little fella in Moss 1 DLC, but didn’t have the time.
So he made it into Moss 2! I did these clips to help prototype his personality.
But when you see him in game, that’s primarily
@JarrodShowers
awesome animation content!
Since I’ve been working from home a fair amount thanks to
@PolyarcGames
, my wife and I converted her sewing room into a home office for me. Feels good to have a dedicated animation space with a door. My wife is incredible! She painted the room and bought the neon sign!
Hey all, has been around for a little over a year now! Can't believe it went by so quickly. Well, given the insane year it's been, maybe I can.
To celebrate, I've created a coupon for $100-off the cost of the Space Switching course.
use: SherpaYear1
Black Friday is neigh, so I’m offering $100-off my Space Switching course! Learn new techniques to make animating easier and more zen! There be treasure to find!
Use this code at checkout to take $100 off:
easybutton
Happy Thanksgiving!
I’m speechless. Found out when I arrived at the company holiday party tonight.
@DBulla
caught me at the entrance to tell me and I nearly cried.
Props to this insanely talented Moss 2 team! Love having you all by my side!
Aaahhh! We’re finally out! So proud of this amazing team and studio! A big than you to Polyarc for having me along on this journey. And thanks to the team for all your hard work!
Sincerely hope you enjoy it! Cheers!
Pierrick does such an incredible job explaining animation, and especially space switching! His clarity and visuals are extremely easy to understand. My school (AnimSherpa) is Maya focused. Want to see how to do it in blender? Then there’s plenty for you here!
🦴🌍🔥 Here is a free sample from the
#course
, a super powerfull
#animation
technique I've learned from
@Foofinu
animation course🔥🌍🦴
Check out my animation course :
Check out Rick space swithching animation course :
Yup! A glimpse of one of Quill's new weapons she gets to fight and solve puzzles with in Moss: Book II.
Moss: Book II releases tonight at 9PM PDT.
Add to your
#PSVR
Wishlist now:
The Annie Award Nominations have been announced! Check out the Nominees at and on the official ASIFA-Hollywood Social Media Accounts. What are your winning predictions for the 50th Annie Awards?
#50thannieawards
#asifahollywood
I’m often asked by students where the animation jobs are in game development:
For every 1 animation candidate submission with gameplay systems experience, we received about 10 candidates with cinematic/film experience.
I’ll leave that there for you to chew on.
Damn, twitter's been on FIRE with incredible animators showcasing their newest games / films recently. I can't think of a time when the animation community has been this rich, creative, and inspiring.
Proud to be an animator right now. Appreciate you all!
For the last 2 years, my Space Switching course has helped make animating easier for hundreds of our peer. To celebrate this, I'm knocking $166 off the price of admission.
Use: SherpaYear2
at checkout! 🐼
Got some time to kill? Want to see Quill being animated? Like bad jokes? Boy, do I have a video for you!
A few weeks back, I turned on the camera as I animated. This is for animators and non-animators alike.
Odd request. My cousin Mona is losing her battle with cancer and is in hospice care. She's a big Game of Thrones fan and was really looking forward to seeing the final season. I figured it couldn't hurt to see if anyone here could help her get a pre-screening.
Creating a new studio means that simultaneously all emotions happen all at once far more than I had expected. But the one that surfaces the most is a feeling of deep gratitude. For all the support, friendship, family, and circumstances that made this an option.
Now that Space Switching (Animation Jiu-Jitsu?) has been out for a month, I'll be creating 5 bonus lectures. The first is about 'group animation using scale', and it's available to current students now. 🐼
Looking for a powerhouse keyframe animator 🐭 experienced in gameplay systems, cinematics, and technical. Yeah, that’s a lot, but we’re a tiny team so we wear many hats.
Checkout the link for more information including how to apply. 👾
I’m really impressed by
@pierrick_picaut
’s wicked-fast conversion of the workflow I’m showcasing into
#b3d
.
Definitely checkout his rigging workshop if you’re a Blender user! And stop by
#AnimSherpa
this weekend for a Blender
#BaqirRig
.
🐵🙉 Hey twitter, here is a game changer tip for animators in blender taken from
@Foofinu
animation course !!!
Animation space switching in
#b3d
🙉🐵
Don't miss this one!
🙏Please RT for support 👍
#animation
#Videogame
#eevee
I'm finally able to announce details! All the business hurdles have been cleared. All the video content has been created and edited. I'm putting together supplemental documentation and the pages of the course this weekend. Onto Monday!
I’m in the middle of animating the ending story moment literally right now. After that, some small reactions for Quill, some bug fixings… I’m super excited for everyone to play! We’re so close!
They've posted the
#GDC18
talks on the vault, and it looks like mine doesn't require membership to view. Enjoy! If you have membership access, please check out all the other amazing animation talks this year! Some outstanding stuff awaits you.
@giwono0708
I grew up on Ranma. Watched every episode/film. This really feels nostalgic. I’m amazed this is 3D! I can’t believe how well you captured the heart of the show!
Noob Warning: I'm learning how to sculpt in Zbrush AND learning how to compose music. I'd never done either before, and we all need to start somewhere. Here's my progress on both fronts after two weeks.
Also, a hint at project codename Lazarus. Meager beginnings to big plans...
Hey all you amazing animators! Ever since leaving iAnimate 3 years ago, I’d been toying with the idea of going indie with the teaching sfuff. But I’d love to know what you feel could be useful.
Can I ask for your help with this survey please?
Really sad news. A legend and mentor has passed away. I attended a lecture he gave at Digipen about 14-ish years ago. Someone asked him “Are you ever scared or doubt you can animate a shot?” To which he replied “No, solid posing is all it takes”.