For this part of the experience, I focused on fixing the arms in my animations based off of previous feedback received in the last stage. Admittedly, I was having trouble with the new rig we were given, so changing the arms specifically with the controllers was kind of difficult. Other than that, there's not much to say for this stage, I just focused on updating my parts so that the state machines could be updated.
Monday, December 1, 2025
Friday, November 14, 2025
Interactive Experience - "B" Stage
For this stage I focused on polishing animations using some of the feedback given during the last stage. For example, I fixed the timing on the old man's "notice" interaction. I also made sure that all of my animations were in engine and in the correct folder so that they could be implemented to the gameplay. One of my animations for the killer however is importing incorrectly so in the future I will be focusing on getting that corrected as well as any further polish that needs to be done.
Thursday, November 6, 2025
Interactive Experience - C Stage
Thursday, October 30, 2025
Interactive Experience - "D" Stage
This week, I worked on implementing block out animations for the old man since, this week, I received a rig for him. Following the animation list we set out last week, I created block out animations for an idle, for when the old man notices the player character, and a reaction for when the player goes to kill the old man. I also attempted to get my animations into unreal, but I ran into some problems because the rig did not match the updated old man mesh.
Thursday, October 23, 2025
Interactive Experience - "F" Stage
As an animator, for this stage of the project, I had less involvement in the blockouts for the level. However, I was still able to contribute by testing the rig given to me by the tech artists on my team. First, I worked with the other animator on my team to come up with a list of the animations we need for the game. This included idle, run, and walk cycles for both our playable and interactive character, as well as character specific animations like a grab animation for the killer (player character). I then tested the rig for the killer character and created a proxy grab animation for when he collects objects in the level. I was going to make more animations for our interactable character, the old man the main character kills, however that character was not rigged in time so I was unable to test that one. Hopefully by next week, I can catch up with those.
Wednesday, October 8, 2025
Friday, October 3, 2025
Interactive Experience - A Stage
For this part of the experience, I focused on fixing the arms in my animations based off of previous feedback received in the last stage. A...
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This was my first time using Zbrush! It took a second to figure out the controls, but overall I liked the program. Progress Shots...
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Using Reference Rendering in ZBrush Importing to Unreal Sequencer Render Queue Setup














