Adam Velazquez - Gameplay/Cinematic Animations
Hello, I am Adam Velazquez! The following are a couple of animation/gamedev projects I am proud of from my last few terms at Gnomon School of VFX. ---More detailed breakdowns are available on my website https://www.adamv.art
This post highlights two projects that made it on my demo reel. One is a seamless cinematic-to-gameplay transition with a playable game. the other is a bird. Both are Animated in Maya and assembled in Unreal Engine. Let's start with bird.
Doing this animation was a helpful lesson in utilizing modular animation assets. Big thanks to Stephen Cunnane for his instruction during his Creature Animation course at Gnomon.
Animation, UE Level, & Lighting by Me
Red Whisker Rig by Truong CG Artist
Tree Assets by Megascans
Deity of Tustling - Seamless Cutscene to Gameplay
Complete Breakdown of this project with interactive blueprint samples available on my website at - https://www.adamv.art/cine2game
I was inspired by a game about a made up god tustling with other gods to try making my own seamless cutscene to gameplay transition system. This was my first foray into making cinematic, locomotion, and attack systems for a game. All animations and systems made by me. All rigs and models gathered from the internet or personal friends.
Credit to Casey Mcdermott and Mauricio Hoffman for their mentorship in game animation and Taylor Whitset for his mntorship in Unreal Animation systems.
Thor Rig by Agora Studio
Thor Hammer Rig by Agora Studio
Ystra Astral Witch Rig by Christof Schoch
Spear Rain and Ground Impact Effects by Phung Tran
Fantasy Cave Environment Set by Denys Rutkovskyi
The camera work and character animation for the cutscene was hand keyed completely in Maya and then blended together with the gameplay.
Though the cutscene is a self contained sequence, I decided to animate portions of the sequence as discrete animations and cycles that would then be combined into the final cutscene. Working modularly helped keep up the pace of production while also keeping animation assets on hand for reuse in gameplay later.
shooting self reference at Tempest Freerunning Academy was definitely a highlight of the process
Cutscene to Gameplay Blueprint----
I originally tried to make the character's traversal through space dependant on Unreal's built in Root Motion system. This proved to provide very finnacky results, however. I was able to solve this with a method that nulifies the character's movement system and teleports the character actor to an attach point on the root of an anim instance for the cutscene that is located in world space. I took to calling them "RootMotion Dummies"
Again, a more detailed breakdown is available at
https://www.adamv.art/cine2game
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