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 30, 2025
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





