Wargaming Seattle Showreel

All animation is keyframed with no motion capture used.

Since this project was canceled shortly after passing Alpha, none of the animation was given a final polish pass and is included in the reel as it was at the time of the closure of the studio.

My process in creating these was to first gather as much relevant real-world reference as possible in addition to filming myself performing the action – sometimes on actual tanks, sometimes miming as if I were on a real vehicle. I also frequently consulted with our on-site military experts.

Crew and vehicle animations were designed to be shared across similar vehicle types whenever possible. I kept detailed spreadsheets that outlined each vehicle’s animation status, file locations and playblasts. These were shared and readily available to anyone in the studio who could use the information, such as the audio department, who found them particularly useful.

00:04-00:19: In-game Match Start Sequence: Typical in-game countdown to a match start during which all team members' crews hatch in and ready up. Completion time for a vehicle’s match start animation varied depending on the vehicle and crew size. A large, complex vehicle with a crew of four could take
up to 12 work days for the complete 15-second animation – from conception to in-game
implementation. A standard tank or helicopter with a smaller crew and sharable animations could be done in two to three days.

00:20-00:36: BMP Vehicle/Crew Match Start Sequence (Maya Viewport/In-Game Blend): Responsible for conception; all vehicle/character animation; In-game animation implementation. Completion time: Five work days.

00:37-00:45: M1128 Vehicle/Crew Match Start Sequence (In-Game Test Level): Responsible for conception; all vehicle/character animation; In-game animation implementation. Completion time: Eight work days.

00:46-00:58: M1128 Crew Reactions (Maya Viewport): Responsible for conception and all character animation. These were meant for the exposed commander manning the vehicle’s M60 pod. The feature was never properly implemented by design and was eventually cut. Completion time: Two work days.

00:59-01:04: AMX10 Vehicle/Crew Match Start (Maya Viewport): Responsible for conception and all vehicle/character animation. Completion time: Five work days.

01:05-01:36: Vehicle/Crew Match Start Montage (Maya Viewport): Responsible for conception and all vehicle/character animation. Completion time: Variable – contains selected bits from longer animations.

01:37-01:52: M551 M60 Reload (Maya Viewport): Responsible for all vehicle/prop/character animation. Completion time: Three work days.

01:53-02:02: AH-64 Apache Vehicle/Crew Match Start (Maya Viewport): Responsible for conception and all vehicle/character animation. Completion time: Five work days.

02:03-02:08: M151 Vehicle/Crew Match Start (Maya Viewport): Responsible for conception and all vehicle and character animation. This animation was done with an early version of the character rig. The vehicle was eventually cut from the game. Completion time: Three work days.

02:09-02:27: Vehicle/Crew Defeat/Victory Sequences (Maya Viewport): Responsible for conception and all vehicle/character animation. These animations were created as part of a visual presentation that explored visual possibilities for the crew and never made it into the game. Completion time: Two work days each.

Role
Animator
For
Wargaming.net