-PROFESSIONALLY PUBLISHED RIGS- |
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The Mystery Dinosaur for THE DISCOVERY CHANNEL with DREAMWORKS SKG (2003- 2005) |
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This was a project for the Discovery Channel and Science Channel through a grant at The Ohio State University with Brave New Pictures. A core team of artists, engineers, and faculty worked through a film studio to develop a one hour long documentary about a juvenile T-Rex in Hell Creek Montana. We worked with a team of scientists from the Burpee Research facility in Rockford, Illinois. These scientists had worked with Dr. Robert Baker, who was the consultant with Industrial Light and Magic, on the Jurassic Park films. In addition, Dr. Stuart Sumida was brought on board to critique physiology and motion. I handled modeling, rigging, animation, compositing, and partial DVD creation. This project bi-weekly conference call meetings with the scientists to not only make the physiology accurate, but make the dinosaurs move bio mechanically correct. Software used: Maya, Combustion, Photoshop, Deep Paint. Worked with leads of DreamWorks SKG on this project as well on critique, rigging implementation, pipeline, art direction, and texture painting. During the six months of the DreamWorks SKG Outreach Program (I was a participant), I was an assistant lecturer and presenter in the lecture hall at The Wexner Center for the Arts. This was through the DreamWorks SKG program on computer animation under their supervision. The team we worked with from DreamWorks SKG were on the following projects: Shrek, Shrek 2- (modeling supervisor- Mr. Jeff Hayes), Shark Tale (animation lead- and DreamWorks SKG film director ((who happened to also animate on Spirit- Mr. Cameron Hood)), lighting supervisor- Mr. Bert Poole), Madagascar, and Madagascar 2- (texturing artist leads- one of whom also worked on Spider-Man 2)- Mr. Travis Price, head of visual effects for all of DreamWorks- Mr. Nick Foster; and finally a director of operations for DreamWorks SKG, Mr. Frank Gladstone. Lastly, the rigging supervisor at DreamWorks SKG who I worked with in several one on ones was formerly at Pixar on Finding Nemo, Mr. Martin Costello. When the DreamWorks SKG program concluded, the participants were treated to an onsite guest lecture at THE Ohio State University by owner of DreamWorks SKG, Mr. Jeffrey Katzenberg. Link

I worked directly as a two person team with the Madagascar Texturing Lead , Ms. Lisa Connors, on one of the dinosaurs in the project. Other faculty involved on this project were my academic advisor (the director of ACCAD and former head of the computer animation department at The Ringling School of Art and Design)- Ms. Maria Palazzi, and the motion capture supervisor (and good friend- I took motion capture three times) from ACCAD who was brought on board for critique sessions (formerly a supervisor at Giant Studios and Acclaim), Mr. Brian Windsor.
Link to Burpee Museum
Link to ACCAD |
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Superman Returns The Video Game for ELECTRONIC ARTS (2005) |
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Link to Trailer
| Modeling of citizens as well as partial completion of the main boss, Lex Luther (based off of Kevin Spacey), was completed. In addition, UV layouts were also completed. Lastly, complete rig of Saurian, the dragon villain, was completed in approximately one week. This included animation tests of walks, runs, and wing flaps- flying simulation. This was compiled in an internship presentation that was presented to the executive committee at EA Orlando. This title was based on the movie "Superman Returns" released in 2005 by DC comics, Sony Pictures Imageworks, and Warner Bros. Entertainment. |
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College Hoops 2K7 for TAKE 2 INTERACTIVE (2006) |
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Link to Trailer
| Research, development, and implementation of player shoulder optimization using morph targets was achieved (working with the lead modeler on the project and the research and development team). In addition, both male and female cheerleaders were rigged completely from scratch while working with internal 2K technology on the development team. The testing of the builds were done by the lead engineer of the project on the Microsoft XBOX 360. |
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College Hoops 2K8 for TAKE 2 INTERACTIVE (2006) |
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Link to Trailer
| Matching rigging setup used from NBA 2K8 with ulterior mesh sizes and different binding. |
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NBA 2K8 for TAKE 2 INTERACTIVE (2006) |
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Link to Trailer
| Physiology research was completed using Shaqille O'Neil's motion. Research, development, and implementation done to improving figure deformation while improving build expense (the depletion of morph targets for joint deformation). The areas of interest were quads, calves, shoulder and chest, in addition to proposed breathing implementation. The shoulder research and development done for College Hoops 2K7. I was involved in collision sphere setup completion for real time cloth simulation while working with core engineers and sustaining the build on the XBOX 360. Working knowledge of entire NBA 2K setup for all basketball characters for this year. Deformation comparable to film quality render. |
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NFL Tour for EA SPORTS (2007) |
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Link to Trailer
Link to My EA Sports Business Card
| Complete and total rigging setup for scanned bodies of NFL players that had new EA Sports proportions based off of scientific visualization and not artistic expression. I was influential in the meetings that determined the outcome of the proportions of the human characters. This would play into the animation system as well as the use of existing animations. Science was victorious in this debate between artists and engineers. Complete deformation of all figures done entirely with joints and no morph targets. This title was the rigging benchmark for all EA Sports football titles going forward. I worked with the lead engineer at EA Sports on the development of a custom quaternion node to help achieve biomechanics as well as scientifically accurate deformation under build cost. This was done under the guidance of my mentor at EA Sports, Mr. Chris Hummel; as well as under the art direction of Mr. Peyton Duncan. The animation tests done on this title used were Terrell Owens and Brian Urlacher. Lastly, I was directly involved in the approval process for all topology of the meshes. To achieve cost as well as the coordination of critiques we had global meetings with EA Rigging Corporate (The Body Shop in EA Vancouver "EAC") for help with the approval process. Cloth was working and built in experimentation by use of EAC cloth node (full working knowledge) and was implemented through expressions by myself in Maya. This failed to make it in the final product due to time constraints. |
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NFL Head Coach '09 for EA SPORTS (2007-2008) |
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Link to Trailer
| Rigging setup based on scan data and used new internal developed rigging tech for deformation. All body types and all coaches completed for the NFL. Test animations done on the mesh of Tony Dungy. Props and clothing was rigged as well. These coaches were based on newly scanned proportions (scientific accuracy) and not artistic expression (as seen in previous versions of Coach- for more information about this discussion please see the other NFL title summaries). |
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NCAA Football '09 for EA SPORTS (2007-2008) |
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Link to Trailer
| Matching rigging setup used from Madden '09 with ulterior mesh sizes and different binding for players (collegiate athletes do not have the same build as athletes in the NFL). Complete cheerleader rigging from scratch. Custom nodes created in Motion Builder for cloth simulation of skirts as well as pony tails. This was a damping delay node created from nodes within the software and approved by the associate art director, and personal friend, on this project. This node would then be baked out on joints after animation manipulation. |
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Madden NFL '09 for EA SPORTS (2007-2008) |
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Entirely new rigging setup from scratch with scientifically accurate proportions. Lead rigger on central football. Quaternion research and development for deformation completed and implemented in rigs. Custom quaternion node usage in deformation while working with core engineering team. Deformation solved for poses as presented by lead animation director for Madden '09 version. In addition, physiology and motion experimentation completed and implemented. Existing animations broken down and analyzed with the beginning process of biomechanics as seen on television show "Madden Nation" on ESPN. Physiology and flexing differences and improvements from Madden '08: biceps, triceps, knees, forearms, wrists, shoulder deformation improvement. All of this was achieved with the quaternion node developed by EA Sports lead engineer (done as a favor for me, thanks Jayeson!). This was done under the supervision of my mentor at EA Sports, Mr. Chris Hummel. When I left to go to Lucasfilm Ltd., in Singapore as senior staff, all four body types were completed and the same quality as Reggie Bush (see the photo of Tour). Scenes from the MADDEN NATION finale on primetime ESPN.

Promotions for MADDEN NFL '09. |
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Star Wars: The Force Unleashed Ultimate Sith Edition for LUCASFILM, LTD. (2008-09) |
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Link to Trailer\
Link to Gameplay Footage with "Ultimate Evil" on Hoth.
Link to Gameplay Footage with "Ultimate Evil" on Tatooine featuring Jabba the Hutt.
Link to My LucasArts Business Card
Link to My Lucasfilm Badge (Gave me access to all divisions)
Full working knowledge of proprietary rigging software for Industrial Light and Magic and "The Force Unleashed". Credited published work for "The Force Unleashed Ultimate Sith Edition" including Boba Fett, Hoth Apprentice (main playable character seen in the photo), Rebel Trooper, Gamorrean Guard, Wampa, Jabba the Hutt, and a few others. I was considered lead rigger on this and involved in the hiring of other people to the department. Jabba the Hutt was a newly customized rig with an entirely new facial setup, exporting and building in engine. I worked with Industrial Light and Magic's lead engineer at LucasArts on modifying the export nodes in order for Jabba to work. Side by side animation and deformation tests were done between real time "TFU Jabba" and visual effect "film Jabba". These characters not only had to build in gameplay but work in vignettes with render quality deformation.
Also, I rigged up handheld props. Vehicular rigs included the following: snowspeeder, Millennium Falcon, AT-AT. Boba Fett is the most complex LucasArts character. Breakdown of Boba Fett: expression driven shoulder pads; projectile missile pack; effects on back pack; cloth simulation (real time); and hand prop (rifle). Worked with Industrial Light and Magic engineering development team on changing nodes that export in order to build in The Force Unleashed engine. In addition, I worked with The Skywalker Ranch main librarian (in the same building that Mr. George Lucas works in), Ms. Jo Donaldson, on deformation research through the library on these characters. These books included material on biomechanics. I submitted concept work to the core team for potential art direction change of "TFU Ultimate Sith" title related to lighting and rendering. On global steering committee meetings with Lucasfilm Animation Singapore, LucasArts, Industrial Light and Magic, and Lucasfilm Animation for optimization of assets to render for frames with same visual quality as in real time (vehicles and humans were the test case). Constant use of LOIS for information (Lucas Online Information System). I especially like LOIS. It gave me access to all Industrial Light and Magic documentation, such as the overlapping blendshape papers written for Hulk and all of the research on the Harry Potter films- not to mention Star Wars. The Jango Fett research studied was applicable to Boba Fett. Also, researched total documentation on ZENO including build/ exporting and animation systems APE for Industrial Light and Magic/ LucasArts. Main playable character I rigged up (Sith Playable, "Ultimate Evil") on cover, inside cover, and disc. Hoth version of "Ultimate Evil" seen on demo reel. |
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Indiana Jones and the Staff of Kings for LUCASFILM, LTD. (2008-2009) |
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Link to Trailer
| This is Indiana Jones IP content, including opening LucasArts logo, as seen on the Nintendo Wii version. This work was done for Animation Director, Bob Koch. The squash and stretch rig was adjusted and fixed by myself (constraints on legs were flipping) and props were added. Instrumental in the cancelation of the next generation Indiana Jones and the Staff of Kings for Playstation 3 and XBOX 360, written by Steven Spielberg, due to poor gameplay and a low predictable fun factor score- determined by me. Research done of rigging convergence on Staff of Kings boss character with possible motion capture implementation. This involved the convergence of all divisions: LucasArts (Indiana Jones and the Staff of Kings "Toolshack" software); LucasArts (Star Wars The Force Unleashed "Toolbox" software); Industrial Light and Magic ("Block Party" software - I built, bound, and rigged and custom biped from scratch using the ILM software, Zeno, on Linux and took its best features- taught to me by myself on tutorial on LOIS and through Industrial Light and Magic classes on Linux); and Lucasfilm Animation (Maya software using Anakin Skywalker from Star Wars The Clone Wars). I also did vehicular rigging of a truck to be interacted with by the main playable character, Indiana Jones. I also did biped work as well as research and development on perfecting the next generation whip used in game by Indiana Jones. |
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NCAA Football '08 for EA SPORTS (2007) |
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Link to Trailer
The rigging modification of all four body types: athletic, muscular, heavy, and average. In addition, worked with proprietary EA Sports tools on the exporting of skin weights as XMLs. This version was before scientific visualization principles were introduced. These figures were not based off of scan data, rather artistic interpretation of what a football player should look like with tweaking of proportions. Debates took place between myself with the (modeling team, art directors- on my side) and an animation director brought down to EA Orlando from EAC (who wanted to keep long arms and improper anatomy). Science (new proportions based on scan data and first executed on NFL Tour) won the argument and the proportions were changed to be anatomically correct and not like a cartoon (non applicable to EA Sports)- like the animation director wanted who came down from EAC (see the above non proportioned figure with elongated arms in comparison to Reggie Bush on Tour- the anatomically correct way). |
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