Wednesday, December 5, 2012

Goodbye Timegate

Well, my time at Timegate has come to an end. Monday I was laid off. Too many artists and not enough work. I wasn't the only one, so I have some people with me going through the same thing. But if there is one thing I've learned is that this is pretty normal for this industry. People are constantly moving around.

I will miss all the people at Timegate. They were my first studio family. I'm not mad at them for letting me go. They've given me a lot. They were my first studio job. They hired me with no studio or game experience. I've learned all about 3ds Max and the Unreal Editor and all the working behind making video games. Plus, through them, I was able to work at Irrational for a few months and meet the awesome people up there.

I've gotten a little over a year's experience in. I've worked on both "Aliens: Colonial Marines" and "Bioshock: Infinite". So now it is time to spread my wings and see what else is out there!

Pray that a great opportunity comes my way!

Thursday, November 15, 2012

Goodbye Boston

     Well, my contract here in Boston has come to an end. I will be heading back to Texas at the end of the week. It's bittersweet. I miss the people in Texas, but I'm also going to miss the people here as well. I've been working up in Boston for about the same amount of time. I am very grateful to have gotten the opportunity to work with the talented artists there. I hope in the future I can work with some of them again.

     I am really lucky to have had the opportunity to work on two big game titles in just a year. And barely out of school too. I have learned so much from both studios. And I want to keep learning and working on awesome projects with super talented people. Can't wait to see what my future brings!

Bye Boston! It's been great!

Wednesday, November 7, 2012

"Road in the Road" on CGSociety

CGSociety feaatured "Rock in the Road" in an article on their site! The article talks about the story a bit and how the short came to be. Its really great to see the short getting so much attention. I feel really proud to have worked on it. So please check out the article! Here's the link:

And if you haven't seen it yet, here is a link to the full short:

Please watch, enjoy, and share it with others!

Thursday, October 25, 2012

Bioshock: Infinite Beast of America Trailer

So you've been thinking: "Lydia, what have you been up to? You've been awfully quiet lately." Well, I've been working on this, Bioshock: Infinite, as a contract animator. I will finish up my part come November. I've had a great experience with the people up at Irrational. They are making an awesome game. The only thing I worked on that showed up in the trailer is some AI stuff. Probably won't even notice because they tend to play quickly. Easiest one to see is the people being pecked at by crows. I cleaned up that animation a bit. Many more things to see once the game comes out! For now, enjoy the trailer. Many people are working super hard to create this. :)

Wednesday, October 3, 2012

Well, It's Been a Year

So today marks my 1 year anniversary at Timegate! Woot! I've held a job for a solid year! And its crazy that in that year, I have been able to work on 2 huge projects, as well as a couple little ones. Thats a lot of stuff in just one short year. I've definitely been blessed with a lot of opportunities. But at the same time I have had to work super hard and pull some crazy hours.

But I can also look back and see how much I've been able to learn in just a year. Before I started at Timegate, I had never touched 3ds Max or the Unreal Editor. I honestly didn't know what a game editor was, and now I can import animations and skeletal meshes, add notifies, create animsets... among other things. Though, there is still a TON of things I don't know. I've also gotten the opportunity to work with mocap data. That is something I was never able to do in school. Though, I can't say its my favorite thing to do. Can't believe how much I have crammed into my head this year.

Though, there is still a lot of stuff I have yet to learn! One thing in particular is how to get the mocap data from start to finish. I have only been give the mocap data in Max. I haven't been introduced yet to Motion Builder, but I'm looking forward to when we do become acquaintances.

Well, that's my reflections of the past year. I hope next year brings new adventures and more things to learn! And awesome projects to work on!

Wednesday, September 19, 2012

Head Over Heels: Upper Body Movement In Gameplay

Someone at work sent this link to me today.

He talks about how with games, a lot of focus is spent on making the feet correct and what-not and the head is the last thing that an animator thinks about because they have to make sure so many other things are working. But the people who play the games are going to be focusing on the head, so its important to make sure that it properly balanced with the center of gravity. He shows some good and bad examples from different games. If you're an animator in the games industry, definitely give it a read. Good things to think about.

Saturday, September 15, 2012

"WoW: Mists of Pandaria" Cinematic Trailer

So I was just shown this trailer for the "World of Warcraft: Mists of Pandaria" cinematic trailer. I don't actually play WoW, but I have to admit that Blizzard makes some pretty sweet trailers. So check it out! I also have to admit that watching this makes me think of "Kung Fu Panda". I'm sure they've been getting a lot of that. But now I feel the need to go watch that movie. :)


Monday, September 10, 2012

"Rock in the Road" Released!

Rock in the Road from SVAD Animation on Vimeo.

Hey guys!! Look!! Its here!! It's finally been finished and released for all to see!!

If you don't know what this is, it is a short film that I worked on while I was in college. Its taken 5 years to get it done. Started as a 3 min short and turned 12 min long!! Passed through a lot of hands from start to finish, but some great artists worked on this. So please watch and share!!


Sunday, September 9, 2012

New Site Up and Running

So I'm kinda excited. I have my first real website up and running!! It's my new and improved portfolio site:

I no longer have a website that is part of my school website. It's all my own. I kinda feel like a professional now. Not a student. Been working for a year, and now I have a real website. I feel awesome. So, check it out! But, just as warning, I am in the process of updating a lot of stuff on there. Even my new pic (above) still has some work that needs to be done. But, stage 1 is complete. I have my own domain.

Friday, September 7, 2012

Good Old "Rock in the Road"

Soooooo..... back in school, I worked on this awesome short called "Rock in the Road". They finished it up last year. It hasn't been released yet, but they've uploaded some new screencaps from it. Including once of my shots! Looks pretty awesome if you ask me! I actually haven't seen the finished project so I will be excited when it gets released. 

Thursday, August 30, 2012

Aliens: Colonial Marines - Escape Mode Trailer

Here's the newest Aliens: Colonial Marines trailer! It highlights the multiplayer mode. Marines vs Xenos. You can pick your side. Also gives you a peek at the different Xeno types. Pretty awesome. I was able to work on a couple of the Xeno attacks for multiplayer, among other things. If you get the chance to play when it comes out, you should!

For no, enjoy the trailer!!

Friday, August 3, 2012

Aliens: Colonial Marines - Developer Diary: Authentic Aliens

Here is a little something about Aliens: Colonial Marines (the game I was working on at Timegate). Some interviews with some of the developers. Mostly talking about the comparison of the game and movies.


Thursday, August 2, 2012

Movie Review: Brave

I was finally able to go watch Brave a few weekends ago. So I thought I would share some of my thoughts from watching it. Warning: There may be spoilers. I write with the assumption that you have seen it already.

To start off with, I have to say it was quite enjoyable. It may not be the best Pixar movie, but it certainly didn't disappoint. There were some great moments within the story. In usual Pixar fashion, the animation was spot on. And the sets were great as well, lots of beautiful colors. And, I really liked the character design. The main character, Merida, didn't look like the normal princess-type character. I enjoyed her roundness. Her hair was fun to watch as well.

On the other side, I thought it was a little fast paced. It felt like we were always somewhere new, doing something different. It just felt a little rushed, which could just be a result of trying to fit a story like that into a hour and half time period for a child's attention span. Plus, they spend a good half of that time just setting up everything. It felt like it took a lot of time before the Queen was actually turned into a bear. Then after that, it became rushed, with a lot of different things going on.

Also, I feel like there was a little lack of character development. I know that the queen and Merida were both changed at the end. They realize how much they mean to each other and what-not. But I didn't really feel super connected with them. I didn't quite feel like I went on an epic journey with them where they learned more about themselves. I don't know if it was because of that, but I wasn't as emotionally invested in the characters themselves. I didn't feel tears coming at the end when she was crying.

But, even with being a little fast paced and lack of character development, I still really enjoyed it. Still a win for Pixar in my books.

I would love to hear what everyone else thought of the movie. Leave some comments!

Thursday, June 28, 2012

Learning Some Rigs

Timegate introduced me to 3ds Max and more specifically to what is known as the Biped Rig. The Biped rig is a pre-made rig that you can set up with any character you create. It comes with some custom tools that you can use only for that rig. For example, it uses 3 different types  of keys that allow you to do certain things. Doing walk cycles is made easy by using planted-keys, which, like it sounds, plant the foot (or whatever else you use it on) in the same spot as the previous key. Little things like that are made easy. Plus you can copy poses and animation pretty easily.

But, since I've started my contract work in Boston, I have had to learn another 3ds Max rig called the CAT rig. Same type of thing. A pre-made rig that can easily be set up with any character you have. It also has some special tools that comes with it, that are specific to that rig.

I have to say, for what I've been working on, I think I like the biped rig better. The layer system makes more sense to me personally. It tends to blend better and has the magnet tool that can pickup a pose from the layer beneath. And for mocap cleanup, the different key types can make things a lot easier. Plus, the biped was built in a way that allowed you to use Fk and Ik at the same time in a way. I don't think it was complete Fk, but you could definitely move it like an Fk if you rotated a certain way. Though, the CAT rig is nice for people who like to work completely in FK or IK. It has a controller that lets you switch between the 2. Which is actually how it was in Maya for me, so its not like I'm not used to that. 

The only thing that I don't really like about biped is that the curve editor makes no sense to me. Its got its own special editor but its hard sometimes to get it to do what you want. And, at least with mocap, it can be a little buggy. I've had my issues with it. The CAT rig uses the nice, normal curve editor that does was you think its doing. That is the one thing about biped that drives me nuts.

So, in conclusion, guess the CAT rig just needs some more exploring. But as of right now, for me personally, I like Biped. 

Tuesday, June 19, 2012

Tangled Shot Progression

Progression of an Animated Shot: Gothel & Rapunzel Disney's Tangled from Jamaal Bradley on Vimeo.

One of my co-workers showed me this. I love to watch the progression of shots. Helps me understand the process that other animators use to get to their final shot. Plus, this just happens to be one of my favorite movies. :)


Sunday, June 10, 2012

Feel Free to Comment

I'm not sure how many people actually read my blog, but I would love some feedback. Could I use more of one type of post (like updates on my life, inspiration, ect.)? Or maybe less of other things? Or maybe the banner looks stupid and I should do something else? Or the layout is hard to follow? Or the colors don't go well together? I think you get the point.

Any suggestions are great. I'm always looking for ways to improve myself. Same applies to my website. Would love some constructive criticism.

Also lets me know who's out there reading this :)

Saturday, June 2, 2012

A Life Update

So, I realize that I haven't written anything in awhile. Well, things have been just a little crazy. There have been a few looong nights and then the other day I find out that I have an opportunity to work up in Boston for 4 months. So here I am up in Boston. Just arrived today with 7 others. No, I did not quit at Timegate. We are just helping another studio for the next 4 months on their project. Which, for me, is pretty cool. I get a chance to see how another studio works and live up in Boston for a while, without having to quit my other job. Sweet deal. Its especially nice for me because Timegate has been the only studio until now that I have experienced. I like getting this chance to compare how different studios work. Not sure how much I'm allowed to say at the moment. I will let you ponder what I'm going to be working on. So excited!!

Sunday, May 13, 2012

Crayon Dragon

Just watched this animated short called Crayon Dragon. A student film with a great story, awesome animation, and beautiful colors. Check it out for yourself!

Thursday, May 3, 2012

Webcomic: The Fox Sister and Sfeer Theory

So, I really enjoy reading some web comics. I shared one of my favs, Plume, before. Well here is another that I think more people should check out. Some really great art and a interesting story. I bit bloody at times, so if you don't like that, maybe I wouldn't suggest it. Don't wanna give away too much but there is a fox-demoness that kills people and eats them. And another girl that may/or may not be connected to her. Anyways, check it out for yourself. Even if you don't read it, the drawing are pretty great.

Also if you like this one. The same artist has another web series that I follow called Sfeer Theory. Another really interesting one. Harder to explain, but you should definitely check it out for yourself. Same artist, so more great work.

Also, if you like this one, it is available/will be available in print.

I recommend checking out both. They are a couple of my favorites.

Thursday, April 26, 2012

Fun New Friend

Thought I would share my fun new friend at work. The studio got us some PAX East leftovers. We all got these giant rubber facehuggers. Even has posable legs. You can image we've had way to much fun with them.

Friday, April 20, 2012

Some Thoughts from this Week

Well, I realized this week that sometimes, and I'm sure this goes for any job, you can have really bad days. Days were it could have all been prevented if you had just done one little thing first. Can't really go into super detail but basically, I ended up doing a ton of unnecessary work. Only to realize it was unnecessary at like 4 pm (I get off work at 6, though, I can stay as late as I need). And to make it worse, I hadn't done any of the work that was actually necessary. And it was due that night (needless to say, it didn't get done, even though I stayed late to work on it).

I had saved the animation that I really needed to for last, cause I new it needed more work. When I start to work on it, I realize that what I was doing for the other animations was unnecessary and wasted all that time. So if I had only opened the last one first, a lot if time would have been saved.

I'm sure this has happened to many people. Still makes me feel like a complete idiot. But, I get over it and carry on. Tomorrow is a new day. And the next day I was able to get the rest of the animations finished up, so it all worked out.

Well, just needed to get that out. Hopefully a little encouraging :)

Tuesday, April 17, 2012

Banner Sketch

Decided to show off the original sketch I did for the banner for my blog. I think it came quite a far way from the sketch to the final product. Fixed the hair. Made the leg longer so now it actually looks right. Its funny how things change. When I did the sketch I thought it was good, but then when I compare it to the final product, the sketch becomes less than perfect. 


Saturday, April 14, 2012

John Lasseter - A Day in a Life - Full Length Documentary

If you have 25 min to spare, I would check this out. A bit about John Lasseter. :)


Friday, April 13, 2012

Goldfish - We Come Together

Fun little music video. I may be late to the game and everyone has seen it. I found it fun to watch none-the-less. So check it out!!

Thursday, April 12, 2012

Pax East Power Loader

So in order to promote the Aliens: Colonial Marines game over at Pax East (a big gaming convention for those who don't know) they made a life-size Power Loader from the movie, complete with giant xeno. Whats even cooler is that you can actually get in and get your picture taken. Wish I could have seen in in person. So jealous. :)

Here is an article that talks about it in more detail. Super cool.

Sunday, April 8, 2012

Happy Easter!


Did this doodle the other day and figured it be perfect for a Happy Easter post. Didn't have time to color or anything. Hopefully I will get a chance to do that later. :)

Thursday, April 5, 2012

Aliens: Colonial Marines Gameplay Preview

Here's a bit of Aliens: Colonial Marines gameplay. Bits and pieces anyway. Be excited! I'm sure more is on its way! Unfortunately, there are two guys talking during the video (from Playstation Magazine UK) so you can't hear as many of the sound effects, but at least you can see everything :)

And I would like to point out that I animated the dead guy in space hitting the glass, among other things. That's just one of the things I can point at and say "I did that!"


Oh and to go along with that, here is some more of the same footage, but with some interviews with some of the guys over at GearBox.

Wednesday, April 4, 2012

Video: KJax Blocking Technique

A really nice technique for blocking out animations. He does some clever things with the controller that moves everything (I've heard it called so many things). He also uses a pose library which makes it really quick. Check it out :)

And if you like that one, check out part 2:

Tuesday, April 3, 2012

Entertainment Weekly: "Pixar's 'Brave': Inside look at movie's characters"

Found an article with a little inside into the some of the characters from Pixar's upcoming film Brave. Plus posters of each of the characters. I'm excited! Check it out for yourself:

Thursday, March 29, 2012

Trailer: Rise of the Guardians

Dreamworks released the trailer for their next film Rise of the Guardians (completely different from the owl movie). I'm 50/50 on it. Could be cool, or it could be really weird. I like the design of the tooth fairy though. Watch and decide for yourself. Excited? 50/50? Not excited at all?

Wednesday, March 28, 2012

A Discovery

So, in an earlier blog post (read it here), I was complaining about how I wished there was a way to animate the fingers and arms separately on a biped rig in 3ds Max. Well, apparently there is a way! Another one of the animators at work discovered this and shared with me. All you have to do is go, in the motion tab, and under key framing tools, there is a little section called Separate FK Tracks. Its as easy as Checking and unchecking a box.

Though, I was warned that it can be quite buggy. So, even now, I may not use it that much. And you have to make sure you press it for each finger. The check box doesn't do it for every finger together.

So, there you go! A way to animate the fingers and arms separately!

Tuesday, March 27, 2012

Quick Sketch: Little Debbie vs Twinkie the Kid

     Doing a favor for one of my sisters. She needed a pic of Little Debbie verses Hostess (which I used their character Twinkie the Kid). Did this up in a little less than an hour. There is definitely room for improvement. I think the Twinkie is my favorite part. Probably came out better cause it was a simpler character. Anyways. Something different, so I thought I'd share :)

Saturday, March 24, 2012

Some Character Designs

     Here is a character I created while in college. I was hoping to use him for my sculpture class, but never got the opportunity. Recently found him again so I decided to share. He doesn't have a name as of yet. He's just a smug victorian guy, thinks all the girls adore him. His front and back views only have one arm because I got lazy. And at the time I was doing it for a class and was running out of time. The other arm is implied. But here he is. Hopefully one day I can use him for something.


Thursday, March 22, 2012

I'm Geekin' Out!

Lego Millennium Falcon Stop Motion Assembly 3d from Francisco Prieto on Vimeo.

So totally cool!! First, cause I love Star Wars. And Legos. I've actually been wanting to get this set. :) But this guy spent 3 years modeling all the pieces in 3D and then animated it and rendered it. SO COOL!! He should get hired by Lego. :)

Wednesday, March 21, 2012

Oh How I Miss...

Today I realized how much I miss the character sets in Maya. Especially when dealing with 3dsMax's biped rig. With Maya, it was easy to animate something, like an arm for example, with the character set on. Do all your sweeping motions and what-not. Then when you were done, it was simple enough to get out of the character set and animated the fingers separately. With the biped rig in 3dsMax, if you want to go back and animate the fingers, you have to do it in a layer. Which, you may be thinking, why is that a bad thing? Well, it means that if I want to delete a key on a finger, I can't. If I do, it ends up deleting the animation for the entire arm. Which can become quite frustrating at times.

Granted, I am new to Max. And there might possibly be a solution to this problem. But at the moment, I have not come across it. Also, I don't know what it is like with rigs that aren't biped. It could be that if you made your own rig, it would be much easier. But I haven't gotten the chance to find that out yet.

Well, that is my little rant for the day. *Phew* I feel much better. :)

Notebook Doodles

So I keep a sketchbook/notebook with me with I work to take notes (at least thats the idea). But I obviously can't help but fill extra space with little doodles, usually drawn while waiting for something to load. Much more fun than watching a program load. Most of the time they take form in little animals. Though I do draw people sometimes too. Here is a page from one of my notebooks. The other side actually has notes on it (but who wants to see that). 


Monday, March 19, 2012

Mass Effect 3 Cinematic Trailer

Found this over the weekend. I was quite impressed and so I decided to share. One thing I wish about games is that the graphics in-game matched the cinematic trailers. I would never stop playing! :)

...Not that I have actually played Mass Effect, but that is usually the case for games. The trailers are a different quality than the actual game (due to the fact that games can only be a certain size so there is no lag when you play)

Enjoy! :)

Friday, March 16, 2012

Cool X-Men/Aliens Mash-Up

WHAT IF: X-Men VS Alien by ~MrVisions on deviantART

Video: The Story of Animation

The Story of Animation from David Tart on Vimeo.
What is "The Story of Animation"?
The Story of Animation is an educational film about the process of animation. Although aimed primarily at potential animation clients, the film has something for everyone - animation students, animation artists, animation producers, and anyone who has ever wondered about how animation is made. Please see our website -

The Story
The film follows the journey of "You" (the main character), a 3rd-tier technical writer who dreams of one day being a product designer. Working after hours, he creates a fantastic new product. When he presents his product to his employers, they inform him that it's up to him to create an advertising campaign for the product - an advertising campaign that must be animated. This poses a problem for "you" - he knows very little about animation, and is instantly filled with doubts, and thus his future hangs in the balance. This is where our friendly narrator steps in, to guide "you" through the process of making an animated film. Step by step, our hero's anxiety and doubts are put to rest, and in the end, he is triumphant!

The Production
The Story of Animation came about as a solution to a problem: The Animation Workshop, an animation school in Viborg, Denmark, had been graduating a great number of incredibly qualified animators, animation producers, and CG artists over the past 10 years. These artists had been forming small companies and beginning to produce fantastic work. The problem was not with the studios, or the quality of work they were producing, but rather with the clients: Most of them seemed to believe that animation was a simple, uncomplicated process, and were often disappointed to learn that there were very specific stages in the animation process that required their participation (and finances). It's almost as if they believed that creating animation was as simple as pitching an idea, and then sitting back while a couple of animators with pencil and paper goofed off, told jokes, and drank copious amounts of coffee until "wallah"! the animation was finished! Furthermore, they seemed to think that there would be no difference in cost between an animated film created in flash, 2D, stop motion, cut-out, motion graphics, or fully rendered Pixar-style 3D animation! At the time Morten Thorning, Director of the Animation Workshop approached me with the idea for the film, I was experiencing similar problems with a client in Copenhagen. In fact, I'd just spent several days creating a presentation about the benefits of using animation for an environmental messaging campaign. I was tasked with convincing a panel of scientists, sociologists, environmental activists, and architects how animation could be used to create positive, engaging, and entertaining content for environmental action messaging - no small feat!

The Team
After talking things over with Morten, it was decided that I would write and direct the project, which would be produced by Claus Toksvig of The Animation Hub, and animated at Tumblehead Studios. Tumblehead, led by Magnus Moller, did an amazing job on the film, assembling a team of character designers, animators, storyboard artists, and background artists (all graduates or current students of the Animation Workshop). Tumblehead saw the entire process through, from concept to post-production. The narrator was voiced by the awesome Richard Spiegel, and the sound design and score created by Mark Menza, whose many credits include sound designer and composer for "The Jimmy Neutron Show". Additional support was provided by Thomas Ahlmark (a veteran of many Animation Workshop productions).

Tuesday, March 13, 2012

Film Animation vs Game Animation - Another Thought

     I realized I forgot to mention something that is a big difference between film and game animation. Something I'm not as fond of when it comes to game animation. With film, what you see in Maya or 3dsMax or whatever program you are using, is what its going to look like in the final edit. What you see is what you get. With game animation, because your animation is getting blended with other animations, a lot of the times it looks a lot different when you actually see in in the game and out of the program you are animating in. And sometimes the blending between the animations can cause popping and other weird things that you have to go in and investigate why its doing what its doing. So its a lot of animating and going in and checking to see if everything is looking right. One of my least favorite parts of animating for games.

Another thing to keep in mind when choosing to go into the game industry :)

If you haven't read the rest of my thoughts on the differences between film and game animation: Click Here

Friday, March 9, 2012 Artist Interview: Tom Bancroft recently interviewed former Disney supervising animator Tom Bancroft. He talks about his time at Disney and what he is doing now, and a bunch of other stuff. Enjoy!!

Check it out:

You can check out more of his work on his deviantart page here:

Thursday, March 8, 2012

Film Animation vs Game Animation

     Working at Timegate has given me my first real feel for game animation. Before I started work here, I had only worked on short films. I never realized how different the styles between the two differed. Gaming animation adds a whole new set of challenges to animation.

     For one thing, with films, you are working on a shot by shot basis. If it looks good from the camera angle, its fine. As soon as a character is off screen, they can be doing whatever they want. I have done this many of time. But with games, you have to be constantly aware of how it looks from every angle. characters in a game are going to be running around the player and you are going to be seeing them from every angle.

     Another big difference is that in film, from shot to shot, the characters have to remain in the general area for continuity. They don't have to be in the exact positions, but something close. Plus, every shot is one continuous animation. Nothing new until the scene cuts. For games, the movements are made of little short animations that are strung together with code depending on what the character is programed to do. So, a character may walk forward, turn left, and them pull out a weapon. So all of these actions are created separately and then are able to be put together with code. In order for these to look right when they blended together, they have to begin/end in the proper poses. Its a lot to have to think about when animating. Game animations require a lot of in game testing to make sure that everything is working together properly.

     I really enjoy film animation, but I've come to enjoy the challenges that animating for games bring as well. They are two entirely different challenges, but both a lot of fun. So, if you are an animator looking to get into the game industry and have no experience in games (like me!). That is just a little taste of the challenges it can bring. :)

I had a later thought to this. Read it Here.

Monday, March 5, 2012


Found this pretty cool. Its a project that started as a collaboration between Walt Disney and Salvador Dali. Disney 2D animation mixed with Dali's surrealism. They started working on this film in 1945, but it wasn't completed until 2003. Pretty interesting. Read up on it if you get the chance. And definitely check it out. Enjoy!

Friday, March 2, 2012

ACM T-shirts!

We got our Aliens: Colonial Marines T-shirts from the studio the other day. They are pretty cool. But whats cooler is that they glow in the dark! My first production shirt, yay! 

Thursday, February 16, 2012

Tilt Shift-ing It

I was playing around the other day with photoshop (doesn't really have anything to do with animation... just some of my art/photography) and decided to try to tilt shift some photos I had. I tried it out with a bunch of different photos but these two were my favorite. The first one is Hilton Head, SC. The second I took at Chickamauga, GA.

Friday, February 10, 2012

Aliens: Colonial Marines Cover Art

The cover art for the Aliens Colonial Marines game was finally released. Here is a link if you would like to see more: I think it looks pretty sweet! Though, I have to admit, I wish that Timegate was mentioned somewhere. *sigh* Oh well. Still looks awesome!

Friday, January 27, 2012

Aliens: Colonial Marines Trailer

More Aliens: Colonial Marines Videos

So, the Aliens: Colonial Marines Trailer came out today. Super exiting to see the trailer for something that I've been working so hard on. I didn't have anything to do with the trailer. It was done by another company. I have been working on the actual game animations. But they did a good job. I can't wait to see the game complete. It will be my first title I've worked on at my first job. Super Cool. :) Not a bad thing to start with.

Thursday, January 26, 2012

Comic to Check Out: Plume

I recently came across this online comic called Plume. I really love the art style. Great drawings. And so far the story is pretty interesting. Plus it takes place in the Wild West. It has just gotten started but I am curious to see how it progresses. Don't want to give away too much. You can check it out for yourself here: .

Monday, January 23, 2012

Rig Testing

I found this today while looking back at some of my art files on my computer. I was having some fun while testing a rig for "Sideshow" (the collaboritive project I worked on my senior year of college). When I tested the rig, I wanted to do something that actually challenged my animation skills a bit, not just move his arms and legs around. This way I was able to see how well it did in my workflow, and I was able pass on ideas on how to improve the rig. I enjoyed the end product. And ironically, I got to do the shot in the project where the character actually does fall over. You can see it on my demo reel. :)

Friday, January 20, 2012

The Birds!

Thought I would share some drawings I did a year back. It was a bit of character design for a collaborative school project I was working on called "Sideshow". I was working on the character design part with several other people. These are some of the very first sketches I did. I was trying out different shapes for the bird. Obviously some worked out better than others. :) I think it would be fun to develop a couple of these on my own.

Wednesday, January 18, 2012

Movie Review - Tin Tin

Last week I went and saw "The Adventures of Tin Tin" in theaters. I have to say, I didn't read the comics growing up, nor had I even heard of it until the trailer came out. So I can't really say wether or not it does justice to the comics. I did enjoy the movie though. It was visually stunning.  The texturing/rendering was very life-like, very impressive. There were moments that left me wondering if some things were actually 3D. The story was also enjoyable and the characters were fun. But, like I said before, I don't know how they compare to the characters in the comics, but I assume the writers gave justice to them. As an animator, I tent to not like whole movies that have been mo-capped. Though it wasn't horrible (better than most I've seen previous), I would have greatly enjoyed to see key frame animation. With that, I think this movie would have been taken to the next level. Even with that, I definitely think it is worth watching. I would love to see it in 3D (missed the last 3D showing for the night when I went). In conclusion - animation was alright for mocap, story was enjoyable, and visuals were amazing.

Sunday, January 8, 2012

"Girl with the Dragon Tattoo" Opening Sequence

I went and watch Girl with the Dragon Tattoo this week. I really liked what they did for the opening credits. I found an article about this morning on Here's the link:

Here's a video of the opening credits:

And Here is a bit of the break-down of the shot:

Saturday, January 7, 2012

Movie Recommendation - Batman: Under the Red Hood

So I just finished watching Batman: Under the Red Hood. I wasn't sure if I was going to like it or not, but it turned out way better than I had expected. I'm not huge Batman fan, but I still really enjoyed this movie. A bit on the dark side but I think that is just how Batman movies are. And the animation was pretty good too. Anyways, check it out. :)

Yoga for Animators

Someone at work shared this with me the other day. Its yoga to help animators who suffer from pain from sitting and animating all day. I know personally, I some times get real bad pain in my neck. I think I'm going to try this out.

Here's the link: