This demo video features some of my work from the FP shooter Shatterline. All footage captured during gameplay inside the Lambeyard game engine. Part of the animation is created by keyframe, and part is based on mocap data. I worked side by side with the programmers and the designer to create a fun and immersive experience for the player.
Breakdown:
0:00 Goliath
Responsible for AI character animations with hammer, animation graph and state machines. Uses a mix of code-driven loop animations and animation-driven entry/exit animations. For running animations, blend tree was used with different running speeds. Added toss up animation with spinning hammer that only randomly triggers while walking. Please note that I am not responsible for the gray blurry player character.
Motion Builder
0:41 Covers
Responsible for AI character animations and state machines. For each cover, left, middle and right state machines were used with a different blend tree for each approach angle (-90º, -45º, 0º, 45º, 90º).
Each approach angles to cover has entry, loop, and exit animations, with the exception of animations in which the character must turn 180º to enter the cover. The code controls when it should start sliding, for how long, and when to exit.
For each covers, state machines have been created for shooting from behind cover with entry, loop and exit animations.
Motion Builder
0:52 Reaction to the grenade
Responsible for AI character animations and state machine. Created state machines with a different position of the character relative to the grenade (grenade in front, behind, left and right).
Motion Builder
1:05 Wounded
Responsible for AI character wounded animations and state machine. Animation-driven. Based on mocap sessions I directed.
Motion Builder
1:15 Character lobby presentation
Responsible for all character animations. Strix and Kite presentations created with keyframe animation. Brisa's presentation is based on mocap sessions I directed.
Maya
1:31 Craft box
Responsible for all animations and riging. The reel shows only craft animation. I have also animated idle and ready to craft animation that are provided in the current build of the game.
Maya
1:39 Death
Responsible only for AI character death animation and state machine. Created death animations with different states: standing and while running. For each state, death animations have been created with different angles of incoming damage: left, right, front and rear. Some weapons (shotgun, pistol, etc.) have unique death animations. Using a system to determine which part of the body the final shot came from, I researched and created death animations after a headshot with decapitation and animations from a shot to the legs.
Motion Builder
![](https://s2.save4k.ru/pic/eFMNQ6SCFJg/maxresdefault.jpg)